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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:
) z( u+ {# a, Q! K! H+ w: G, V7 n[] 20级狂乱:SIAS=42
; A3 P; O1 B4 G[] 幻化之刃(PB):WSM=-30;IAS=0 - S# s: {+ s, c/ B6 r& j- y" l4 \
[] 巨神之剑(CS):WSM=10;IAS=0
6 y( P0 z: [- A. J S; g; V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)。5 } r3 K; Q. o$ {
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
^" N5 S9 K8 O( h9 ]2 v! F" U[] 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。$ U) `3 Q9 z: s1 J; r
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
% |( o+ `% q2 w7 `[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
& G5 d) k* X" j# h' K8 REIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
& d( p7 p/ |2 R" N( i[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
1 _9 t5 _& x$ }6 p3 `' T: q4 ba***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122: x! Q$ x4 x; H+ E
[] 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。
4 ^$ C2 n9 |/ z9 i7 N7 Y4 p/ }a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3122 v% h: D# z3 w
[] 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。
& p& {% v, ~) G& N* }, f+ k* H3 wa***tion_position = a***tion_position + a***tion_speed
9 a: O, \, ]0 A; j8 }[] 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:. h# M. |7 v0 `( [ M- }
Frame = 1;a***tion_position = 0;sequence_Frame = 0
& v, M. J" ^0 k) c! Z1 h! U4 WFrame = 2;a***tion_position = 312;sequence_Frame = 1 n* g# u7 V1 s9 X
Frame = 3;a***tion_position = 624;sequence_Frame = 2
$ i# x* U* |( T$ a3 V8 nFrame = 4;a***tion_position = 936;sequence_Frame = 3" B. G' M3 M9 _7 p. L5 F I M% z
[] 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。, ?* R, v0 M; A2 s+ n
3 z, x; l3 }; oFrame = 5;a***tion_position = 1248;sequence_Frame = 4; ~( k9 x, _2 i6 k7 u
Frame = 6;a***tion_position = 1560;sequence_Frame = 6: n/ {. _7 z/ g2 G
Frame = 7;a***tion_position = 1872;sequence_Frame = 73 R: p* s, g! i' _
Frame = 8;a***tion_position = 2184;sequence_Frame = 8) n8 k8 D' }( O% c; J! U0 V
[] 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。( R4 A/ ?2 L8 ~# ?9 x: E3 m' h- t& G
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
5 b! `/ [0 I. B4 m: OFrame = 10;a***tion_position = 2602;sequence_Frame = 102 K. j% j$ F9 Y! w* {# \1 [
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
) A9 |+ o8 U& f4 EFrame = 12;a***tion_position = 3020;sequence_Frame = 11! S0 r# g% H' A7 r
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
/ r6 m% B) w8 e, W" h9 F$ UFrame = 14;a***tion_position = 3438;sequence_Frame = 13
) J C1 X" Q: T! @. nFrame = 15;a***tion_position = 3647;sequence_Frame = 14) \2 ^) g; C2 Y* s
Frame = 16;a***tion_position = 3856;sequence_Frame = 15+ o( p, J5 A. ?5 ^( s
- n+ N( }3 f4 Z# Y+ NFrame = 17;a***tion_position = 4065;sequence_Frame = 15
) f1 F. z" k) G" Q+ [Frame = 18;a***tion_position = 4274;sequence_Frame = 16
/ A, \* i8 @+ f$ Q( |6 q" ?[] 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。1 p3 o3 Q& V, W) K( P
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( ]1 L2 ?# }: Z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:
^4 b4 a+ I; Y& Y L+ }. A6 F[] 如果主手武器装备在左侧:; z1 w! n, o9 q7 W( u: v" X+ U
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/20 S) D/ ?8 d6 _4 u3 q% L
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2 j+ U) m8 Y; x8 ?. E" W2 p
[] 如果主手武器装备在右侧: & E7 i1 _ s+ N5 J5 ^
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
- z) `7 t) ~' T* c( GWSM2 = (WSM_primary + WSM_secondary)/2
. v$ O6 x. G4 E[] EIAS部分的计算:2 B* F' w( e# e
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
" b& ^6 T) a# B P6 }2 ^& y+ C; \EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]9 y; w% q' j) d: w- _
[] Acceleration部分的计算:
, n3 F' q: g$ C% VAcceleration1 = 70 + SIAS + IAS1 - WSM1
. ~0 `. L4 z \* Z/ N1 I& mAcceleration2 = 70 + SIAS + IAS2 - WSM27 }7 ^# t4 O4 K. _1 ?
[] FPA部分的计算:
" V" m# ^7 s0 n# P8 s5 j7 E/ lFPA_1 = {256*9/[256*Acceleration1/100]} - 1" N6 d9 c* \0 [) R6 ~
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
, S! A4 W0 u- @9 m3 g2 x; FFPA = FPA_1 + FPA_2+ ^" i7 S1 r$ j4 Z; r5 |/ Q
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