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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:
" j; m9 ]3 \5 }! c0 _7 `: E- A" W[] 20级狂乱:SIAS=42
& o8 h5 b1 l1 q/ @: F( f e# _' k[] 幻化之刃(PB):WSM=-30;IAS=0
( ~0 v' |3 N. {0 U0 m[] 巨神之剑(CS):WSM=10;IAS=0
' U/ m4 o) T L5 W) v; v) a) F. }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:- p4 Z. f6 T3 ?/ b9 G3 D, C; K
3 N! W2 w) W4 A$ p1 M[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
) r9 s# f* a9 L& sattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172$ f- N+ K7 z3 s! K
[] 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。
, G3 Z* k6 \; H8 ^9 o( v4 LWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20' F" ]# u5 m3 k* G0 }0 S
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。* k/ \, e: Z* d" E
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 03 R' o$ B6 \4 E+ L$ n
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。* J# G2 t, H5 f+ d
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122$ J$ p1 E' ]. 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。
2 I" c7 L# Q- T' U( k- sa***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
, l9 d9 V4 h% Q[] 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。7 T) A! J% i7 U4 c+ X# X; u
a***tion_position = a***tion_position + a***tion_speed, y1 c7 ~/ p7 _' Q: T3 M
[] 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:
3 j. [- I4 \" q8 f/ t* K" ?" WFrame = 1;a***tion_position = 0;sequence_Frame = 0
3 P( ]% m7 L7 Z: k" `0 _Frame = 2;a***tion_position = 312;sequence_Frame = 1! ?$ J; }. c# z: M0 J
Frame = 3;a***tion_position = 624;sequence_Frame = 2
& f2 u9 N; n" U* y2 D7 iFrame = 4;a***tion_position = 936;sequence_Frame = 3% J/ ]7 J* z5 X6 e
[] 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。5 U2 s: q @2 L H8 N
# j# T& F$ v; Z4 ]Frame = 5;a***tion_position = 1248;sequence_Frame = 4& r3 J4 X6 ^8 P4 d# Q
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
# W0 N7 ~! B7 R' O; T; l8 eFrame = 7;a***tion_position = 1872;sequence_Frame = 7
3 H2 [$ Z* O+ K: zFrame = 8;a***tion_position = 2184;sequence_Frame = 8+ H) B- X- A4 A
[] 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。7 a# o. H7 w% p! j& @+ ]
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
: v7 @. q: H$ k8 Z/ }Frame = 10;a***tion_position = 2602;sequence_Frame = 10* u7 j; U7 e* |! }8 a* q4 m+ S
Frame = 11;a***tion_position = 2811;sequence_Frame = 10$ I( @" s0 D/ H
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
) {7 n. y+ n8 lFrame = 13;a***tion_position = 3229;sequence_Frame = 12! T& B1 k: o- M" a% j
Frame = 14;a***tion_position = 3438;sequence_Frame = 13# m( K) c* b' ]1 J5 x2 A
Frame = 15;a***tion_position = 3647;sequence_Frame = 14! `. H x1 `* r) ]1 J7 ^1 A; P0 R
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
. G c8 h4 T- R: @2 |Frame = 18;a***tion_position = 4274;sequence_Frame = 16
% ?( p/ g& k h[] 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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- ? I' s r- g7 U7 {0 v7 B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: @4 \& D6 J1 J5 s
[] 如果主手武器装备在左侧:
' c+ E4 j6 z8 t7 ?WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
5 J& |0 C2 z; U# wWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2# n6 F1 x: P8 E) [( P( I
[] 如果主手武器装备在右侧:
5 {) k6 V, ^ K: \/ n J# LWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
7 l/ E. a# K, v! I" {WSM2 = (WSM_primary + WSM_secondary)/28 y& B9 Z" z# E: k, {
[] EIAS部分的计算:
9 n, l6 B d" {# D6 B. \EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]( _1 z* v7 x$ J2 Z
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]% T) |: P* s. T: t9 M; X
[] Acceleration部分的计算:/ S: [/ C2 n" R9 }3 \
Acceleration1 = 70 + SIAS + IAS1 - WSM1- z; z4 d8 Z$ \ D% T# d
Acceleration2 = 70 + SIAS + IAS2 - WSM27 M6 F5 C5 Q6 k8 Z% V" ^
[] FPA部分的计算:
- u1 N. r- X) `' M: l: EFPA_1 = {256*9/[256*Acceleration1/100]} - 1! y6 s% x- G( [/ P5 ^) g3 E
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}( N: _$ x y. a
FPA = FPA_1 + FPA_2
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