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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:6 l8 c+ v% V2 A7 {# N
[] 20级狂乱:SIAS=42
9 S+ j8 |$ P* U. q. ]4 |[] 幻化之刃(PB):WSM=-30;IAS=0 6 N: ~$ v/ Q; X
[] 巨神之剑(CS):WSM=10;IAS=0/ X7 L# N ~8 X, U
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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8 M/ ?" C& k. I& G[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。4 T x, ?) n" U9 L0 b Y2 U% ?
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172; [" n8 V' x! X( p; e2 y
[] 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。! I5 P' {3 Y- T q5 `) K$ z( I
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -206 \! i9 E" s) Z4 h
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。1 k, {% v4 u1 U' @! X
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
% L+ M3 O5 O2 K0 d2 \9 {6 G[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
% s0 A A" ?7 Z: M5 B- j! Ma***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1224 o: m6 `. } ?( ?* j
[] 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。
8 W0 d% f* P8 Z' H. e- K4 ^) W" Za***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312: ]9 x* b1 @( A4 ~5 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。
2 \8 K- I: G# H. ?0 F( Q3 X) ?a***tion_position = a***tion_position + a***tion_speed, m# A } q, s7 x X. W
[] 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:
i: ~4 L8 A$ ]. ?3 A5 BFrame = 1;a***tion_position = 0;sequence_Frame = 0
2 w3 w7 t3 x$ f: {Frame = 2;a***tion_position = 312;sequence_Frame = 1
3 J* u, H& }; RFrame = 3;a***tion_position = 624;sequence_Frame = 2
! b' H6 x$ n: V1 E, H( \Frame = 4;a***tion_position = 936;sequence_Frame = 3! U d4 D' E: p$ F: B7 _$ O0 k9 t
[] 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。' f4 r! w* Q; ~/ x2 C) M: C* o
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
& O! m! o. e3 V0 OFrame = 6;a***tion_position = 1560;sequence_Frame = 6
7 H* w- p) Q5 zFrame = 7;a***tion_position = 1872;sequence_Frame = 7+ t) x- b5 D$ c
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
; G8 W' S5 O2 C+ K7 J6 h J[] 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。
) `) O2 i6 V/ c' z% i3 y9 yFrame = 9;a***tion_position = 2393;sequence_Frame = 9! C# c* L( z8 T2 x- J
Frame = 10;a***tion_position = 2602;sequence_Frame = 10/ N3 K9 x, g/ g3 B. H. x9 \+ {* Q
Frame = 11;a***tion_position = 2811;sequence_Frame = 10 X$ r, k; V7 f1 }
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
0 F( I! {) c6 _* R) i, H! G6 JFrame = 13;a***tion_position = 3229;sequence_Frame = 12
5 t2 C. n C0 F' cFrame = 14;a***tion_position = 3438;sequence_Frame = 13
( \" t7 R1 c( f$ }. FFrame = 15;a***tion_position = 3647;sequence_Frame = 14
- L/ a" k" B3 qFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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! b* c+ }" D$ t3 d. h9 r: v4 pFrame = 17;a***tion_position = 4065;sequence_Frame = 15
0 L9 w7 Z9 @: ]1 n1 L7 vFrame = 18;a***tion_position = 4274;sequence_Frame = 16
+ i! j2 `$ t8 L7 N4 [% m[] 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。0 O; q' U3 f9 p, P( J
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}* Y5 w+ W, F. m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:
1 B3 i: f8 r5 H5 o# N[] 如果主手武器装备在左侧:
' M$ q* W9 f! ^ NWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
) Y$ u2 |2 R: y& R3 e9 WWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2& l* v6 X- I! ]: v, a" o Z/ [8 w& j
[] 如果主手武器装备在右侧: & A+ y6 a2 m* Z/ j% s
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
8 S; b0 o: g: ?4 sWSM2 = (WSM_primary + WSM_secondary)/2/ Z+ @5 F. D, [; [! F' ?" h, c, S
[] EIAS部分的计算:
" b8 z* |& H; z! mEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
' }2 k# p5 o( d$ wEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
! O' Z9 r9 Q: z6 \[] Acceleration部分的计算:' o3 \- K+ W0 z$ j4 V, }
Acceleration1 = 70 + SIAS + IAS1 - WSM1
z4 p$ V; a% \ x% W, r& f3 e8 iAcceleration2 = 70 + SIAS + IAS2 - WSM2
R: j% o2 ~9 t4 D& b[] FPA部分的计算:
: y6 t, g8 o VFPA_1 = {256*9/[256*Acceleration1/100]} - 1
; E2 }! n8 H# g# AFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}4 h" o" y. B8 W3 h9 O
FPA = FPA_1 + FPA_2
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