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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:
- p6 @# N) q/ x" J) f8 ~[] 20级狂乱:SIAS=427 k! I3 _3 o0 H
[] 幻化之刃(PB):WSM=-30;IAS=0
# u5 L' R: O" o/ o4 o8 M[] 巨神之剑(CS):WSM=10;IAS=0
3 V! `* o) E- ~1 y5 j# w0 p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:$ E/ R/ p% S& S# m
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
0 |! w4 M! Z, |& M% \+ Eattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
/ _) [: a1 y. G( k[] 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。* t! J! g, }. r7 R0 A# Q5 n4 y q
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
5 U2 f, \; j% _, G[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
* p1 G/ q9 @' J& i5 C' I; h4 H: |EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
* j( |. x6 e$ l: q( j. K2 S[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。+ E+ D! U& n. S+ q# ~( v/ c$ M
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
) l3 n% V* i9 V& ?, f l[] 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。
, z# x3 e2 g* ^/ ga***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312" x/ U" @' d# \* K5 f9 Y0 Y
[] 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。
8 X; ?, u, }1 }3 G! \8 T7 ]a***tion_position = a***tion_position + a***tion_speed& w( O# S# q8 d! c
[] 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:4 J* } H& r O$ r" u9 X$ V( c
Frame = 1;a***tion_position = 0;sequence_Frame = 0/ w; j7 p5 ]9 P7 L' v4 i
Frame = 2;a***tion_position = 312;sequence_Frame = 1$ ~! F/ s% T$ [7 k0 ?
Frame = 3;a***tion_position = 624;sequence_Frame = 25 X$ z# V& c- L% J" [
Frame = 4;a***tion_position = 936;sequence_Frame = 3
0 X1 J. E. D& W2 ?3 Q" G a% K[] 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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3 }8 T6 f3 V- JFrame = 5;a***tion_position = 1248;sequence_Frame = 4
+ z9 Q5 S! d5 U/ i3 m$ h! oFrame = 6;a***tion_position = 1560;sequence_Frame = 6
9 D$ S# P) v$ k0 `Frame = 7;a***tion_position = 1872;sequence_Frame = 7 y1 x; E. J( O8 C% q4 ~; U. ~
Frame = 8;a***tion_position = 2184;sequence_Frame = 8* @) h) { I8 X7 M3 d
[] 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。- Y& G$ `; l2 T, [. }
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
( Q( a, [- \9 b5 KFrame = 10;a***tion_position = 2602;sequence_Frame = 10
; B1 H9 e: w& N, fFrame = 11;a***tion_position = 2811;sequence_Frame = 10, i0 \; P- k# W- _8 t, q" W+ i- I
Frame = 12;a***tion_position = 3020;sequence_Frame = 118 D' ]6 s. |! j$ _0 k
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
! T. h- U* N$ {* e- y5 @# EFrame = 14;a***tion_position = 3438;sequence_Frame = 13) E! v7 N5 C( N# s' y+ X
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
+ R4 s- O7 c' T- XFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
_/ d u* |$ V* K0 m0 NFrame = 18;a***tion_position = 4274;sequence_Frame = 160 ]7 E3 \( x# |9 E
[] 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:) y. ^9 s, {5 C2 o5 T* O* J
[] 如果主手武器装备在左侧:) s) {# Z% r f$ G; \# l" J' K
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
# j/ [1 [% z7 QWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
2 ^2 r1 i: I. l[] 如果主手武器装备在右侧:
3 K9 P0 u: t" h% Q3 @7 e* SWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
, J6 S' U2 e0 M( p7 s$ kWSM2 = (WSM_primary + WSM_secondary)/2* p9 \& d+ @" K/ G
[] EIAS部分的计算:: e! Q+ Z- b3 p- ?- Y
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
5 B0 ^6 x' h T& D) Z/ M4 _; g' a3 AEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
# j& z. D: @# Z, N3 C: r8 k& f[] Acceleration部分的计算:, d! N2 y3 u3 u* j9 \% o- u ^: [
Acceleration1 = 70 + SIAS + IAS1 - WSM1
% W3 B r+ H* K! kAcceleration2 = 70 + SIAS + IAS2 - WSM2) N8 D. [ n& C5 f4 z
[] FPA部分的计算:
N, c2 x3 b8 K0 XFPA_1 = {256*9/[256*Acceleration1/100]} - 11 Y2 x. Z* [+ B% t) ~/ W5 }! O6 F# n
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
% j! G* [$ @' q5 ?! ~' f5 B3 tFPA = FPA_1 + FPA_2
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