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双持两把武器的狂乱攻速计算十分复杂,为了便于理解,下面先举一个实例:
" ~5 I3 T! e, h9 A5 m[] 20级狂乱:SIAS=423 B. Q9 K) T+ ?' `9 X1 O
[] 幻化之刃(PB):WSM=-30;IAS=0
: j$ k# V" N9 L/ N2 f[] 巨神之剑(CS):WSM=10;IAS=0" L8 M8 W- H" I, @6 x) b# f- k0 Z
在动画初始时,系统会计算出一个具体的动画播放速率,具体步骤如下:9 q) J2 f* X% Z- }1 X" l% N
8 [- R. }4 P( c1 W[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。. N; ]' I2 y" W$ x
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172% I/ f/ C( l( t
[] 这里需要注意的是Right_Hand指的是游戏角色的右手(手套上方),接下是计算全部武器的WSM_factor。
- e1 t7 R4 ~8 I: a; m4 H6 `WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20 L1 I# U8 I- [' ^# g9 }
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
4 B* \4 Q* v) y+ U0 `' T) tEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0* ?9 }* G3 k( R2 e' x$ |9 }
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。+ x1 J: o% h$ j4 u
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
: u9 ~3 N9 W1 W& A[] 这里需要注意的是a***tion_rate的上下限为别为175/15,最后开始计算实际动画播放速度。
* n9 Y( B- B7 y* xa***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
9 Q3 N6 {8 P0 v* j; _" z5 f, O[] 这里需要注意的是256并不是常数,而是animdata.d2中动画的特定值,不过玩家大部分攻击相关的动画都是使用256,在游戏中的每个Tick与a***tion_speed相加作为a***tion_position的增量,直到a***tion_position>=a***tion_length*256为止。3 m5 s& f# r' {( v
a***tion_position = a***tion_position + a***tion_speed8 W: ]" d y6 o3 s$ R
[] 起始位置的a***tion_position从0开始计,然后将a***tion_position/256,以便获取当前的sequence_Frame并播放,当前的序列帧如下:
6 L4 W. w# q" b+ O- t5 f$ x) ZFrame = 1;a***tion_position = 0;sequence_Frame = 0
* x+ d. w9 l* I& h# o7 E$ B0 }& r& VFrame = 2;a***tion_position = 312;sequence_Frame = 1
% R/ Q4 b( V% Y+ D6 {# hFrame = 3;a***tion_position = 624;sequence_Frame = 2# N. V; p8 G. r8 N
Frame = 4;a***tion_position = 936;sequence_Frame = 3
$ I8 o; d; ]( D$ H* [5 q[] 现在可以看到,下一个sequence_Frame = (882+312)/256 = 4,同时这也是一个action_Frame,也就是说此时狂乱序列的第一个攻击帧为4F,所以此时会发动攻击(call技能srvdo函数)。对于狂乱来说,这是在增加SIAS,然后重新计算a***tion_speed,这里需要使用新的SIAS。如果攻击命中了目标,则切换武器,相当于激活了左手武器并参加攻速计算过程,下面假定达到最大值后的理想状态。
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
5 l6 @$ |; a% }; X- wFrame = 6;a***tion_position = 1560;sequence_Frame = 65 z+ P7 n# B$ e( M/ [
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
* f8 e1 l' k* z5 C. U& cFrame = 8;a***tion_position = 2184;sequence_Frame = 8' w# Q! O; a6 b5 n
[] 下一个sequence_Frame = (2184+312)/256 = 9,同时这也是一个action_Frame。接下来假定为理想状态,此后的步骤使用Lefr_Hand_WSM,这时会得到一个新的a***tion_speed=209,并继续播放动画。3 E$ @+ X S+ M: E9 |
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
5 m) ~4 |' G: fFrame = 10;a***tion_position = 2602;sequence_Frame = 10
Z. i& y. s) e5 E+ H5 qFrame = 11;a***tion_position = 2811;sequence_Frame = 10% O, O" h# k4 b0 ^6 c: v
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
9 T' I/ {# L7 y; X& a) S; TFrame = 13;a***tion_position = 3229;sequence_Frame = 129 r, w, ^- l8 t- p3 h
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
: S3 m, v0 Q+ u9 P# DFrame = 15;a***tion_position = 3647;sequence_Frame = 14
; B% }4 V/ n5 z8 s g3 I) _Frame = 16;a***tion_position = 3856;sequence_Frame = 15
9 O4 Q/ J3 v. _8 q& a- E7 u G! z2 V
Frame = 17;a***tion_position = 4065;sequence_Frame = 15$ a% d7 Q, F* e( Y$ w
Frame = 18;a***tion_position = 4274;sequence_Frame = 166 F b5 v; P; y
[] 下一个a***tion_position = 4274+312 = 4586,而狂乱的a***tion_length=17,则17*256 = 4352,而4586>4352,所以动画至此结束,总长度为18F。
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结合上文,可以简单推导出双持狂乱的完整攻速计算公式为:
- A% t& u& H" ~9 }1 r2 J# b[] 如果主手武器装备在左侧:
# z1 x4 `$ f3 Y3 K7 b" T" _WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
! w& W1 N- S9 p* O+ @4 w2 bWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
$ P) G9 r: k6 u[] 如果主手武器装备在右侧: 5 v" i# g; A, W$ D" n$ D1 u" B8 v
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
@5 i }. n6 [+ PWSM2 = (WSM_primary + WSM_secondary)/2) Y* O- l: `9 }* J1 k5 R
[] EIAS部分的计算:0 F5 u4 m' Z* S1 n
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]+ e5 N M" S3 H* I
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]- @: q" M# K" x, U/ |
[] Acceleration部分的计算:
5 K- I' v" A/ ~: [Acceleration1 = 70 + SIAS + IAS1 - WSM1
" X" G6 z/ q0 @( |Acceleration2 = 70 + SIAS + IAS2 - WSM25 ~7 j. h# O% `3 ]+ H" d4 V
[] FPA部分的计算:
, [4 _% N0 c" s% g6 R: l7 ^FPA_1 = {256*9/[256*Acceleration1/100]} - 1
! O! [! {2 ^" t# R3 iFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}/ K$ i( e. L+ D0 h( W" M' @
FPA = FPA_1 + FPA_2# ]0 C6 y) o" \4 u
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