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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:
- w: L7 ]( X$ r[] 20级狂乱:SIAS=42
# B- F% o x6 `6 s; y. A+ p[] 幻化之刃(PB):WSM=-30;IAS=0 * I+ l0 {# V- g0 \ Q
[] 巨神之剑(CS):WSM=10;IAS=0
& {. q; `( e" p4 z' H4 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)。
* T0 y- G$ I1 Cattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
( k( I m# C# {1 T b& W[] 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。' c1 i( l: z. A- E7 i& k& }
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20' g% W* r1 M* p( V/ P- U. f
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。/ M* L" o9 z1 n* n2 `) v# I$ [+ }( ^
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 05 `1 K0 f3 k, X+ I& i9 |
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。2 Z( W. e, \% L9 f6 D: Z
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122- x- x2 e4 ~% r
[] 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 {2 ~* Q( o( D: S+ ^3 K
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3127 ^1 Q3 d% A; i+ i: n+ S" 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。
8 Y. U8 D9 E- a* v; W0 Aa***tion_position = a***tion_position + a***tion_speed
* N5 J% i. A- k \) V[] 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:
1 M8 W4 g0 }* A0 W! ~+ H7 m OFrame = 1;a***tion_position = 0;sequence_Frame = 01 g( v' M5 D$ i
Frame = 2;a***tion_position = 312;sequence_Frame = 19 p' R8 G8 O; F3 l
Frame = 3;a***tion_position = 624;sequence_Frame = 2
% i1 ]- H* D$ @) VFrame = 4;a***tion_position = 936;sequence_Frame = 3! f- a0 {" c6 o. r
[] 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。" A$ D: T! C" P! a6 G
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4, I1 s/ t) b6 c+ V
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
' y4 C4 G+ H& VFrame = 7;a***tion_position = 1872;sequence_Frame = 7; U6 R" M1 z! a$ l4 x
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
5 T. s) E/ L) A" C- W3 N7 \3 a8 y4 R[] 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。
9 B& g p) ?* l4 d6 T L7 OFrame = 9;a***tion_position = 2393;sequence_Frame = 9
1 H2 t6 i4 g+ FFrame = 10;a***tion_position = 2602;sequence_Frame = 10
& d. B3 p5 @: F5 ?" R M; IFrame = 11;a***tion_position = 2811;sequence_Frame = 10
& F: n$ W0 {" k. R% c. tFrame = 12;a***tion_position = 3020;sequence_Frame = 118 ^3 W2 @6 K" x H9 j& w9 g
Frame = 13;a***tion_position = 3229;sequence_Frame = 12 z: H* B" M7 ?( I) R: _2 b$ h: C/ N
Frame = 14;a***tion_position = 3438;sequence_Frame = 13% Y0 e9 j) {) x8 z/ j
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
4 ~5 U& U7 g/ y( j- y- qFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
9 i. ~* b) j- I( UFrame = 18;a***tion_position = 4274;sequence_Frame = 16- k% x. M' U' H3 \
[] 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。/ y. f* Q, o. r {$ c
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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:6 [4 e0 ]) H: ~1 ]# `
[] 如果主手武器装备在左侧: h6 O; \* ]9 H8 r6 s
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2" l0 H4 s1 D5 e: j
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/22 Y- a- g& Y1 O( }8 j% y6 o; ]
[] 如果主手武器装备在右侧:
3 V8 ~$ V0 Q! A. p+ N0 X/ k! wWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary, u, [/ ~! i! U6 y3 y
WSM2 = (WSM_primary + WSM_secondary)/2) @3 v+ e+ m, }; o3 Q& ]
[] EIAS部分的计算:
6 R3 W! s3 r$ t: }8 o7 SEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
5 c4 G2 \& _8 Z; OEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]: S4 j/ d8 C* J. A0 }3 B
[] Acceleration部分的计算:
; Y2 k0 d8 s6 }4 M1 FAcceleration1 = 70 + SIAS + IAS1 - WSM1( ]# c, L+ \1 M
Acceleration2 = 70 + SIAS + IAS2 - WSM2" A! N7 k$ O' F1 V, n$ R
[] FPA部分的计算:! o7 |- r- f8 b( F! v
FPA_1 = {256*9/[256*Acceleration1/100]} - 1% A2 p6 m" n0 j0 o B2 w' A
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
1 W: s+ A- Z/ D/ ?' oFPA = FPA_1 + FPA_2: O1 k, D4 ^& G. u( e2 r* z
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