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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:
, g+ b* o5 ]; X* [[] 20级狂乱:SIAS=42
& a# y6 W$ H$ |5 o) v/ U[] 幻化之刃(PB):WSM=-30;IAS=0 6 G; I+ t* l8 x5 ]+ L: o( u
[] 巨神之剑(CS):WSM=10;IAS=07 ~+ U& G7 k0 d' r1 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:
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。0 y) v! h- o4 K# b! ~) }: k4 J
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172* }1 e1 W( H: M3 l% o5 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。
. x1 J2 C8 Z- Q: ^" GWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20- F8 X3 O2 l9 t% m" x# x% o+ j# a
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
6 {+ | ?* S3 M M1 {* f! SEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 09 C2 i/ Q. m; c+ m
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
" k6 s& E) S* ^a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
6 u: [; O: ]8 I5 Q* G; y$ Z2 \[] 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。
0 W/ L' V6 F6 {# o. e/ q: qa***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312" r* p. F O0 C c# z
[] 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。
4 q! i, c; H: o, {0 U, ^$ Ma***tion_position = a***tion_position + a***tion_speed% L, T* l. {3 |* M0 o" [
[] 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 u, O( S& B; C8 K& \4 a) u7 [Frame = 1;a***tion_position = 0;sequence_Frame = 0
$ f+ O7 j' Z( R8 S8 yFrame = 2;a***tion_position = 312;sequence_Frame = 1
: K& ~# G" ^8 X0 s2 c% q4 sFrame = 3;a***tion_position = 624;sequence_Frame = 2
+ p+ B) Y- c7 R; E) N& O) w5 s0 KFrame = 4;a***tion_position = 936;sequence_Frame = 3! P9 b P! F& F& ?
[] 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。) c& u8 ?4 m0 ~7 G4 d
, W4 M; d& ~ b% A! a6 rFrame = 5;a***tion_position = 1248;sequence_Frame = 4+ N- c0 |+ R! n/ Z: G
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
8 L; E4 ]* F( i" c7 Y) t8 eFrame = 7;a***tion_position = 1872;sequence_Frame = 7" l% B p9 Q8 d# R. k- r
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
& W% B w+ d( X3 g2 Q T! w[] 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。( m* F6 F* Z9 Z
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
" v6 F+ R8 K5 L0 x3 ~Frame = 10;a***tion_position = 2602;sequence_Frame = 10
I' V9 Z7 b0 c+ Y. E* eFrame = 11;a***tion_position = 2811;sequence_Frame = 10. z$ b1 [7 N! [
Frame = 12;a***tion_position = 3020;sequence_Frame = 114 Y" N) T6 w3 S7 m
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
5 q6 v4 \: u6 X6 oFrame = 14;a***tion_position = 3438;sequence_Frame = 13
3 j; t3 g2 N, i( k8 c; L- {. g. X- gFrame = 15;a***tion_position = 3647;sequence_Frame = 14$ O8 t6 t" \; F+ r
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15. O9 ?* X; g: m/ h: z) N. r. f
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
8 t2 P, K- }) @/ |: D1 }/ W[] 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。 M4 F* p1 W1 f
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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:
( d. P: d/ C3 W3 [[] 如果主手武器装备在左侧:
3 W" ?" {4 V: {& C/ _5 vWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
7 A. |$ l& {4 yWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
+ j! E9 f, I) L; K[] 如果主手武器装备在右侧: . Z' r$ l2 g7 s7 g9 s6 Z
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
& v& ~0 }, d9 ^. j. CWSM2 = (WSM_primary + WSM_secondary)/2
- D( ]( n5 h% }[] EIAS部分的计算:
4 \ G. {9 K' mEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]; `% \0 C2 ?; d; ?0 R
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]% q; ~( k2 b* }
[] Acceleration部分的计算: e. ]7 n/ k2 _" e3 @# _
Acceleration1 = 70 + SIAS + IAS1 - WSM14 T% B' ?: z* l6 F, t
Acceleration2 = 70 + SIAS + IAS2 - WSM2
4 [6 d9 }1 c' D3 ^: d$ y; M[] FPA部分的计算:" c7 x E: r8 b: g: [5 [
FPA_1 = {256*9/[256*Acceleration1/100]} - 1% K& S! B: I5 n0 `- y% {6 G
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
% Q# K4 `+ F6 `' H$ ]' h. x) y! WFPA = FPA_1 + FPA_22 N- E; G' i) S
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