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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:' g1 w; n! u% o' u3 z+ Y
[] 20级狂乱:SIAS=42% X* Z8 q/ [: R) ~( }
[] 幻化之刃(PB):WSM=-30;IAS=0
' E/ A. f; v o$ I5 w' d- A7 ^[] 巨神之剑(CS):WSM=10;IAS=0
; S; u) q$ y$ l7 u- J4 M S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)。/ U0 P6 E( b4 f: e! D
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172/ h' m7 v0 t' a+ P) 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。* I! L$ J# p8 ?2 B/ ?* s X8 u" o! z
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20/ r, A3 j& M+ T1 N7 d( `
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
: a7 N Z' b( d" O. x6 MEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0* `% t* V; w/ n+ m8 S8 h
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。: ]) t* P3 G* I: M! I
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122/ V% d5 u: X: D. T- ~& {
[] 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。
3 d# _/ t6 T$ q" J( v- B! ta***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3128 y5 f. c$ L' F
[] 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 R- m$ [% Q' |1 \a***tion_position = a***tion_position + a***tion_speed
; \; \4 {, w1 o! Z$ R; j& H1 x[] 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:
# A. M" ?) b' G' b3 zFrame = 1;a***tion_position = 0;sequence_Frame = 0- Z l. j$ F) k
Frame = 2;a***tion_position = 312;sequence_Frame = 1
* l M# r2 ?) D0 ?Frame = 3;a***tion_position = 624;sequence_Frame = 2
& a4 I7 E! e1 L3 R7 }; FFrame = 4;a***tion_position = 936;sequence_Frame = 3- x! @% Y( X; T& X2 P
[] 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。9 j- Q; N2 c- j/ g9 W% z
4 Q8 D3 _. V# B9 i! r: Q% ~, W6 xFrame = 5;a***tion_position = 1248;sequence_Frame = 4
/ m1 |6 y0 l" E; p& P& T$ dFrame = 6;a***tion_position = 1560;sequence_Frame = 6% G" p, Z& \$ V1 I
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
[/ b' O/ l8 O9 ~8 k2 M) F2 w. aFrame = 8;a***tion_position = 2184;sequence_Frame = 8
; S; D4 d% c- s& s, J5 [[] 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。8 F6 _; |% a- d& R
Frame = 9;a***tion_position = 2393;sequence_Frame = 9+ ?: I7 B5 O$ `7 v! l7 n
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
0 @' v; J2 O$ H7 yFrame = 11;a***tion_position = 2811;sequence_Frame = 10 W4 d3 J8 H2 b# N8 w/ P m& i
Frame = 12;a***tion_position = 3020;sequence_Frame = 11& l! N$ A3 ^7 c m7 ?4 ^& R
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
; D/ x0 f7 ?: E$ A8 b4 q( u1 D LFrame = 14;a***tion_position = 3438;sequence_Frame = 13
/ P5 ~. s7 |3 j8 k7 nFrame = 15;a***tion_position = 3647;sequence_Frame = 14
1 y. S& p' |+ UFrame = 16;a***tion_position = 3856;sequence_Frame = 15) w* h4 d# q& i) R n3 z6 V J
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
; N2 R) v8 L+ N' n) {Frame = 18;a***tion_position = 4274;sequence_Frame = 16
3 Q" k& G: d* ]0 Z1 ~[] 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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. U4 |9 K/ R C( O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:
( W( i m! o6 i( Z/ s" U[] 如果主手武器装备在左侧:: I+ r0 F' ~5 P0 n
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2: Y5 w3 D! ^" R$ f Z* y; ?+ A
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
6 D' Y: `2 T& Y1 x+ ][] 如果主手武器装备在右侧: - |9 H* ^4 ? ]/ C0 c: _
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
* R( q0 N" \+ q" q! HWSM2 = (WSM_primary + WSM_secondary)/2
& j+ v6 b" D9 s& J" O! f9 E[] EIAS部分的计算:
" [. S* Z. b4 u" B9 V: d# }EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
: h0 }3 [# g# A5 T4 y2 q1 ^EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]6 A- C0 K0 C1 O3 z; i0 I [( Y
[] Acceleration部分的计算:
: D l' d4 B6 q+ R e: d! wAcceleration1 = 70 + SIAS + IAS1 - WSM1, x' p1 l$ C+ f+ i
Acceleration2 = 70 + SIAS + IAS2 - WSM2
9 f% a# D3 `$ \ q! F[] FPA部分的计算:: v# |5 a$ ~2 w4 p, R; r
FPA_1 = {256*9/[256*Acceleration1/100]} - 1$ _. Y$ s B6 S3 y/ W
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
* C' m) y" a( b5 ]5 A" a* h* ^( fFPA = FPA_1 + FPA_2" O9 B" k2 E# `" U1 g
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