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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:2 z5 Z+ l. Z( h3 Y- l
[] 20级狂乱:SIAS=42
K9 v- O! y8 G; M6 @[] 幻化之刃(PB):WSM=-30;IAS=0 1 z$ K( l, a- C* f+ X8 l
[] 巨神之剑(CS):WSM=10;IAS=0 _2 c9 b) @+ Q L4 X! T8 K8 Y* W
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:! s+ r( _& _0 _* O8 D# w
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。5 o, S# _$ Q+ k4 C
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172$ U, C1 F8 Z6 q3 k/ T7 D1 z5 M* I7 `
[] 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。/ T1 m; x |- a1 t
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20+ e& N |% c! v) b& H7 L7 l* Z
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
$ j1 A, i2 y' D$ lEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 08 I' ^& j7 Y4 l2 ~, h
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。3 }# h% x% D. _
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
: M# y3 R) h3 x! B[] 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。8 ]. s! B, V, p2 s
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
; p7 L* l- [, ~0 M3 }/ p# r. F* R/ P[] 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。/ {; P4 j# e, r2 R( F7 b. A
a***tion_position = a***tion_position + a***tion_speed4 Y1 V1 c9 |3 ]) r
[] 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:
$ S/ S7 r) m2 v( F8 eFrame = 1;a***tion_position = 0;sequence_Frame = 04 R- T. c& ^( k. C( Z3 m, _
Frame = 2;a***tion_position = 312;sequence_Frame = 1
! M" p Q! C- qFrame = 3;a***tion_position = 624;sequence_Frame = 2 q/ x% q) _$ b* |8 ^. |8 b1 `
Frame = 4;a***tion_position = 936;sequence_Frame = 3
4 L2 q# K, R6 K" u- _( A[] 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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, t5 y' `( I; l1 Z% A8 kFrame = 5;a***tion_position = 1248;sequence_Frame = 45 {% |5 b W5 l: }5 i
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
& G8 N0 c3 \ mFrame = 7;a***tion_position = 1872;sequence_Frame = 7. R4 A. C# R, |. ]2 Y
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
/ w( F. G! G7 T+ s, g0 @- b' j[] 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$ V5 m% @( B! {% BFrame = 9;a***tion_position = 2393;sequence_Frame = 9% v+ p) U+ L+ `2 w4 `
Frame = 10;a***tion_position = 2602;sequence_Frame = 109 [ C# r: v! i# a
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
* J4 s" \3 _& g+ [7 W6 h7 S1 V4 gFrame = 12;a***tion_position = 3020;sequence_Frame = 117 ?2 U$ J, c+ W9 u w
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
7 l; h9 K6 y: N) [7 mFrame = 14;a***tion_position = 3438;sequence_Frame = 13) `) ~ |" V- m" x
Frame = 15;a***tion_position = 3647;sequence_Frame = 14& z# k( a4 C* V* j/ z
Frame = 16;a***tion_position = 3856;sequence_Frame = 150 {5 d5 B& T! q% T% ^6 V8 Q
`2 {, ^) S" m, ~5 vFrame = 17;a***tion_position = 4065;sequence_Frame = 15
) k; t# _# y4 ~* s* W+ f) B7 WFrame = 18;a***tion_position = 4274;sequence_Frame = 16# s% b6 q7 o4 [8 [
[] 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。& j# b7 J" ~3 b, N) X1 t
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. b* W- Z H- c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:
+ c- {8 t% `# Y5 s+ Z* n' G[] 如果主手武器装备在左侧:
" x7 y8 u% a$ l# V" NWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
- `- [( o5 m" R3 [, k/ `WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
% T6 z2 F# h& F1 X, p# D/ p3 Y& D& r0 [[] 如果主手武器装备在右侧:
% T2 b- K* h9 _0 N& W, v3 CWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
3 p$ E& i3 l2 _* C) T# [ ~, qWSM2 = (WSM_primary + WSM_secondary)/26 r! u, f6 _, O( u' z
[] EIAS部分的计算:3 X& l5 v( k D% \. o( W
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]! Z' S+ J+ m' y( M+ v( {
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]) h) c8 o* ]( w
[] Acceleration部分的计算:
# \" a" L# ^$ x& h0 v8 _Acceleration1 = 70 + SIAS + IAS1 - WSM1
( K; R3 o Q) d2 @* u0 K/ IAcceleration2 = 70 + SIAS + IAS2 - WSM2; a) ~. d# [3 C
[] FPA部分的计算:
3 j5 a! b% ]! g8 o! G4 rFPA_1 = {256*9/[256*Acceleration1/100]} - 1( S- ]3 W& B( n: R- n" v i' x! `
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
+ J* [& R4 _+ M) Z% S6 u: T& wFPA = FPA_1 + FPA_2
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