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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:3 P7 c7 r; ], X E: g# l" H9 A% x
[] 20级狂乱:SIAS=42/ z' ~1 R2 @+ y! I9 W
[] 幻化之刃(PB):WSM=-30;IAS=0
8 l& q# P7 e4 W( ?[] 巨神之剑(CS):WSM=10;IAS=0
G2 q4 h' m+ f. A1 y/ C' n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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p; T$ S1 C: O5 N# k; e[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。; f' {3 `) C' ]' W
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
0 Z( f% z7 k: l- e0 w& q% F6 d[] 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。: m% j8 f- k! ]( L
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -207 N4 _. E3 \9 K! L
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。8 _9 `) e5 K( T% K
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
9 }1 m' c3 O$ y2 `9 l& g[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。* e- S4 p# s3 N
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1226 x4 u' O" H8 n6 n
[] 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 O, t1 w+ A* d% ~8 d5 Y4 x- Za***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
% d2 F. w! f" d9 {[] 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 L2 Z$ f7 H7 D1 k
a***tion_position = a***tion_position + a***tion_speed0 N+ Y! N: U5 }. z* ]8 b N% @
[] 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:
* u; Q4 x& c9 l2 b* A; LFrame = 1;a***tion_position = 0;sequence_Frame = 0
0 S) r* X2 f. i; E: T E; F, EFrame = 2;a***tion_position = 312;sequence_Frame = 1
. `# v4 U5 `# o$ F/ D5 n$ qFrame = 3;a***tion_position = 624;sequence_Frame = 2
# j$ o. {% S+ q& |+ H8 ]1 ], s% pFrame = 4;a***tion_position = 936;sequence_Frame = 31 E1 }1 j7 T' o8 B% q, k3 \
[] 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
8 Y$ s/ m h% Y- x; `* GFrame = 6;a***tion_position = 1560;sequence_Frame = 6
+ x# z! v. C, w0 x0 dFrame = 7;a***tion_position = 1872;sequence_Frame = 7
2 X# a; ` J* E) `# tFrame = 8;a***tion_position = 2184;sequence_Frame = 87 c' C) C9 Q4 i4 R6 M4 ^8 g
[] 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。) O- n/ j2 ^$ r2 i# I
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
8 Q" C$ s( t1 R% @. `Frame = 10;a***tion_position = 2602;sequence_Frame = 10
0 d/ Y# O7 H% a2 Z2 Z4 cFrame = 11;a***tion_position = 2811;sequence_Frame = 10
) W7 y: D. f8 b" z& XFrame = 12;a***tion_position = 3020;sequence_Frame = 117 U( v0 `. B" v& r- U
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
3 o) @. t2 \* F5 f1 ZFrame = 14;a***tion_position = 3438;sequence_Frame = 13& P _- k( F: W
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
+ P; e4 l9 O8 Z* F! j; w& ^+ U, pFrame = 16;a***tion_position = 3856;sequence_Frame = 15% v! _9 W* ^1 r( E9 A) N7 s
) P# A8 g& {+ }" ^1 f# iFrame = 17;a***tion_position = 4065;sequence_Frame = 15
1 m9 o T. O! u: P6 zFrame = 18;a***tion_position = 4274;sequence_Frame = 16
9 u2 O! y/ l: p3 i[] 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。2 ~3 A) K1 D. C' j+ p
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" U# Q# f4 r0 E* P7 i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:8 I3 _9 I1 w- D: e) Y
[] 如果主手武器装备在左侧:
% [0 r) p- d E# v; yWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/25 h6 m1 a, X! Z" ^! C
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
& t4 b4 Z- G% U: F& } v& l[] 如果主手武器装备在右侧:
, t1 j* D/ | i2 ^/ `WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
$ @# u3 _. T1 i3 `, B9 Z0 |4 @1 U* cWSM2 = (WSM_primary + WSM_secondary)/2
7 o" [2 R; k6 a[] EIAS部分的计算:
+ L: ?+ l+ u; H6 k @! QEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
/ {1 S* R( F- z% B5 H9 yEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
" o g4 ^- W0 V! q' G[] Acceleration部分的计算:
% v( B( S( {9 l# L5 Z. RAcceleration1 = 70 + SIAS + IAS1 - WSM1 x, @% o+ g6 |! B1 c: S
Acceleration2 = 70 + SIAS + IAS2 - WSM2
" o. Q$ O+ i: l% ?+ n2 G0 P[] FPA部分的计算:! m; n1 N1 k/ i
FPA_1 = {256*9/[256*Acceleration1/100]} - 15 o: W4 t2 ]) x! O0 c' d
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
7 U0 w/ Y/ w% M+ H1 PFPA = FPA_1 + FPA_2
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