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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:: w( J3 }2 Y+ h, F1 m$ N
[] 20级狂乱:SIAS=42+ W# |: b; A7 e
[] 幻化之刃(PB):WSM=-30;IAS=0
: q7 K6 M3 T) X3 Y: a) M* ][] 巨神之剑(CS):WSM=10;IAS=0
" t' H/ g* t' a8 g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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0 ^* X0 D' d( b6 A[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。$ ~4 D3 S0 N. K k: V7 r# o+ }
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
! g/ Z- S$ ~& k. r: ?[] 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。4 c+ I! T6 B: _+ g& {1 v
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20 C* b% g8 k" z4 O" `+ W3 b/ n+ P2 z
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
" x" H2 q' i5 zEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
Z7 s; i. b6 D# ~" w% ?! z[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
" j6 ]6 g. b R* ra***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1222 L9 w* w( V( ]3 q8 W
[] 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。/ m6 o4 Q/ ?$ L: \1 {/ V$ K
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
' L5 u5 v' f1 L[] 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 z; r8 [/ Z5 L/ y3 Na***tion_position = a***tion_position + a***tion_speed, h+ [( L1 E8 n" T; a& |) e- S
[] 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 Z- z9 D3 z7 n2 R( L
Frame = 1;a***tion_position = 0;sequence_Frame = 07 b" o4 ?0 Z+ b6 B; R
Frame = 2;a***tion_position = 312;sequence_Frame = 1, w. Y6 ^6 A2 y, A( v
Frame = 3;a***tion_position = 624;sequence_Frame = 2: |: L1 R& K' K( \: ~
Frame = 4;a***tion_position = 936;sequence_Frame = 3
3 d# b4 |" P6 u( d[] 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。" B$ L$ Z7 k1 q8 u# l6 P/ \
! H) Y% W$ t& m4 r/ bFrame = 5;a***tion_position = 1248;sequence_Frame = 4
4 n6 I5 o& K8 T, t% L& W( o1 [Frame = 6;a***tion_position = 1560;sequence_Frame = 6
3 X" n# p! x7 ^4 q$ ~Frame = 7;a***tion_position = 1872;sequence_Frame = 7
# s8 h' Q4 \. g+ c& }- L7 `- Z- s& uFrame = 8;a***tion_position = 2184;sequence_Frame = 8
9 f, a/ s4 @, {8 u$ ~( ?[] 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$ @; X6 V$ q2 ?
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
5 i2 }. I1 j' L+ QFrame = 10;a***tion_position = 2602;sequence_Frame = 10
2 D3 I5 k$ K h% `2 x& S5 O- WFrame = 11;a***tion_position = 2811;sequence_Frame = 10! x! {* W( W; D, g" l+ g: I
Frame = 12;a***tion_position = 3020;sequence_Frame = 11* f$ P6 H# B3 q, ?. [# b
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
- j7 \) ^# T5 d- H. RFrame = 14;a***tion_position = 3438;sequence_Frame = 13
/ h# B* k) R# CFrame = 15;a***tion_position = 3647;sequence_Frame = 148 [! Y% B. s6 Y2 q2 `
Frame = 16;a***tion_position = 3856;sequence_Frame = 153 W, O! k1 d6 a- [
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
6 j3 w& b: S6 d- r0 D9 v4 q' ?Frame = 18;a***tion_position = 4274;sequence_Frame = 16( h& C+ R3 u; V
[] 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。8 |# c; Z! r8 u b& I
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' y6 ]& \5 o. Z, ~/ k: h* P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:
. Q1 r2 q' i9 s# M' r- \[] 如果主手武器装备在左侧:; a# _7 E6 Z" W# Q: X
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2# a5 Z/ g7 D3 |+ B5 E
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/20 Y# a# L! a( ]! _) J
[] 如果主手武器装备在右侧:
i" k" Y! g+ ~6 }+ _# F$ y& n, }" mWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary- l" s6 d" U6 N' d0 F
WSM2 = (WSM_primary + WSM_secondary)/23 E2 W; @0 D* c" h, S( V' x4 v* L
[] EIAS部分的计算:
; w& [; n% q5 h2 i. ~EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]) z: e0 g0 b, w+ S# f
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
a9 R$ }2 S3 }1 g[] Acceleration部分的计算:
: p# y$ L( t' A4 AAcceleration1 = 70 + SIAS + IAS1 - WSM1
* u6 V" A; C/ _# n2 uAcceleration2 = 70 + SIAS + IAS2 - WSM2
- F8 e% d9 h, D9 D' I[] FPA部分的计算:0 p1 n% o$ ?8 l; u6 ^. H1 p
FPA_1 = {256*9/[256*Acceleration1/100]} - 1. E/ }5 l# ~* c* R& _, T
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}' b$ }% @4 a7 W+ c& |' a% F
FPA = FPA_1 + FPA_2
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