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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:
: d+ T( H1 O7 A# T2 @/ P[] 20级狂乱:SIAS=42
' w/ c# d1 }- z/ x; Z7 N% J[] 幻化之刃(PB):WSM=-30;IAS=0
, F0 F. M% p5 f- ]$ e2 t2 w3 e2 a[] 巨神之剑(CS):WSM=10;IAS=0
/ R* `9 T8 q8 x& m; E. O9 X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:
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
3 J8 _# K/ y6 h. P- w( _* _attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
4 F& q& R5 S+ J9 R+ `2 p' h( g[] 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。
. B' C0 j/ L1 e7 ]9 g* c3 AWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
3 ^" N% y7 S" N, ]+ C[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。' m% l) G: \3 N3 b
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
5 g# W% y# ?3 p& O' L% O: E8 C$ ][] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。' v8 |$ P t% M) [, O$ m" x7 f
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
8 @5 d6 y' I5 D) \/ C; k[] 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。
" i0 p3 u0 a+ x. c8 ^a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
5 Z8 J- e* E N( G' t( F9 d% u5 g[] 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。
5 E; f6 L) ]) A/ i2 P5 @, Y5 ha***tion_position = a***tion_position + a***tion_speed
, ~" c- K5 S; C9 Z; u- \[] 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:
3 {3 F' o% Q) VFrame = 1;a***tion_position = 0;sequence_Frame = 06 }3 t/ w6 e6 i& `& z: W* F
Frame = 2;a***tion_position = 312;sequence_Frame = 14 J5 [2 h2 ~, P/ m4 v6 C
Frame = 3;a***tion_position = 624;sequence_Frame = 2
( E; h3 z2 F& A- R% X. j, `+ ~& ZFrame = 4;a***tion_position = 936;sequence_Frame = 3
2 D$ G( q# J6 w; 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/ b! _' I1 [# O% Q H
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
3 Z3 N4 ~- D2 N1 P- IFrame = 7;a***tion_position = 1872;sequence_Frame = 7
0 m1 p4 B" d G# v1 R* RFrame = 8;a***tion_position = 2184;sequence_Frame = 8
( w+ r- a+ Z0 r* M6 m[] 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。$ R8 U: u5 w' g1 f
Frame = 9;a***tion_position = 2393;sequence_Frame = 9& r3 p; P. T8 k! p
Frame = 10;a***tion_position = 2602;sequence_Frame = 106 t* [! X2 j* Q# X( }" u
Frame = 11;a***tion_position = 2811;sequence_Frame = 10+ n# a+ ? S0 ?5 {4 k
Frame = 12;a***tion_position = 3020;sequence_Frame = 11. E7 U7 c: I% U* B3 S- V
Frame = 13;a***tion_position = 3229;sequence_Frame = 122 ~+ D$ J( O1 [: v
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
6 R: o, l0 t4 O+ X/ U# F: a" KFrame = 15;a***tion_position = 3647;sequence_Frame = 14( Q; u# l/ F" ]- z! @# Z U" o9 l
Frame = 16;a***tion_position = 3856;sequence_Frame = 156 r% D8 c7 D; f. H; Y
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
, {' `+ s1 L U" B3 k. u: \Frame = 18;a***tion_position = 4274;sequence_Frame = 161 }% T) N' o) {2 H: z) o
[] 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。& s& ]& R2 p' j5 j5 `
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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:" [& Y8 G' e6 z, ?3 G3 ], P
[] 如果主手武器装备在左侧:) a5 ]% x. C8 W- I+ }/ u/ M- Q
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/23 [8 [/ y. L9 Q
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/29 X$ R9 Y5 }8 T
[] 如果主手武器装备在右侧: * D1 ?, R1 M& R) m' b/ Y) J6 q
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
* |& o9 w) H& fWSM2 = (WSM_primary + WSM_secondary)/2
0 G: o$ T5 w7 D+ s9 N* e1 \[] EIAS部分的计算:2 L+ v* C! T& s# p% u
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]- F' |4 P- Q# h
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
7 e5 E$ ?/ G9 }6 t9 _7 L5 P' t[] Acceleration部分的计算:; _8 |% r* x5 j( c% u
Acceleration1 = 70 + SIAS + IAS1 - WSM16 F& x( g# u% Z# t/ @; Y7 }; d& @
Acceleration2 = 70 + SIAS + IAS2 - WSM2* K+ l! \3 s1 [- j+ c4 s0 L, E
[] FPA部分的计算:
. j% E6 G3 [7 X0 v9 m1 o6 E3 L" gFPA_1 = {256*9/[256*Acceleration1/100]} - 1" b% |3 q+ _# y. m7 F3 w+ p5 I3 o
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}( f+ |$ M$ |: L: |6 n2 N: ^
FPA = FPA_1 + FPA_2' z c$ f2 H3 ]0 r9 H$ f$ A
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