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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:) }& Q V% T/ C7 l8 h
[] 20级狂乱:SIAS=42" |. k* O2 F3 Z3 }) Q% A. r! q" q
[] 幻化之刃(PB):WSM=-30;IAS=0
! ~" ]" V; [' O5 i[] 巨神之剑(CS):WSM=10;IAS=0
2 z, ]4 B3 B: t& e+ b r1 s) R" R& A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:3 w) X' C& {+ y9 Z' n
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
8 U6 ]/ d+ V. o) c& `attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172% S0 C2 t8 r1 d5 j7 [' G# q
[] 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。7 I) T( r' j4 z1 v
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20) C' S6 y' n1 w
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
2 A, m& U* `6 r$ vEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
F+ r5 g+ g0 `9 \" E6 D; A# ]; `[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。: D! i% F* m; e$ U( k
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
# a" C r& n# G5 Q[] 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。, F5 O' K) D" D" ~( c
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
4 x6 l) Q; N$ @1 _[] 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。* L# {2 E0 R( v" _' r8 W
a***tion_position = a***tion_position + a***tion_speed# J6 b1 ?9 p9 Y- R. Q4 \3 H! q
[] 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:: P% t7 W, t3 J# d- |# r! X: a
Frame = 1;a***tion_position = 0;sequence_Frame = 0- W) R6 K7 N e7 P
Frame = 2;a***tion_position = 312;sequence_Frame = 1
- A' |* F) a4 G; K: }% aFrame = 3;a***tion_position = 624;sequence_Frame = 2
1 \* [& O" h$ p9 E% a& f0 EFrame = 4;a***tion_position = 936;sequence_Frame = 3: F( S. f8 Y- 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
$ W/ J3 y5 J! T/ o- ?1 n! lFrame = 6;a***tion_position = 1560;sequence_Frame = 60 w4 Q1 v! Z; W- [
Frame = 7;a***tion_position = 1872;sequence_Frame = 7' P; z2 k8 g- W3 K+ J) ]- B
Frame = 8;a***tion_position = 2184;sequence_Frame = 8- ~: {0 d; w2 s1 _' C
[] 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。* f5 D& S) T9 n( e8 B1 }
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
" f$ E/ _2 u8 f# rFrame = 10;a***tion_position = 2602;sequence_Frame = 10& ]* V7 f# N2 ^/ m4 K! G
Frame = 11;a***tion_position = 2811;sequence_Frame = 10; ~; T7 Q* j4 I! a$ w' W* q6 \
Frame = 12;a***tion_position = 3020;sequence_Frame = 11' r/ y' Q8 ~% W- \; r
Frame = 13;a***tion_position = 3229;sequence_Frame = 127 E/ j s) ^$ i- X+ N
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
) p5 M) s0 d' t1 Z4 jFrame = 15;a***tion_position = 3647;sequence_Frame = 14
7 e* [/ \* D3 u% YFrame = 16;a***tion_position = 3856;sequence_Frame = 15 }; W" A Z; X4 t
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15# q! G9 ]8 W; n6 F) s7 H5 T6 u" @* `
Frame = 18;a***tion_position = 4274;sequence_Frame = 16 y# u# _' |# u" `; D
[] 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。- V3 V7 u, [0 w: [! n+ F$ i2 B
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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:' T- B' V6 ^! f2 l& f
[] 如果主手武器装备在左侧:; t8 O$ A) c5 l7 q T8 m
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/27 w" f; N' E9 b- B9 A' t- _
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
" N' m' L0 e' k6 B1 g[] 如果主手武器装备在右侧:
* v0 i h, t, sWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
+ g$ ~" O! L( T' j, oWSM2 = (WSM_primary + WSM_secondary)/2
5 Z8 R8 t& z0 _' c; a[] EIAS部分的计算:
; m* y" F* M: K: S7 dEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]1 C7 }2 O, E6 o7 Y5 r, l; _
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]6 h" Q' J: m' Z
[] Acceleration部分的计算:8 q7 ~6 q7 O8 z( ~
Acceleration1 = 70 + SIAS + IAS1 - WSM14 x( L" w6 E7 ~
Acceleration2 = 70 + SIAS + IAS2 - WSM25 a: d+ T9 {1 N% Y
[] FPA部分的计算:
6 x1 b I6 U5 X+ d6 k3 ?3 j0 }" MFPA_1 = {256*9/[256*Acceleration1/100]} - 1
: Y" D0 q u1 G. t8 i4 _5 NFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
' `6 h4 ^, ^8 z2 n- A5 m6 OFPA = FPA_1 + FPA_2: s) O) E4 T* b+ K
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