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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:
7 X# g0 x* D7 Y; A: @* H0 K# u[] 20级狂乱:SIAS=427 k0 K6 ^( L& q- x
[] 幻化之刃(PB):WSM=-30;IAS=0
& t d, g* x2 U6 D, a* R[] 巨神之剑(CS):WSM=10;IAS=0. V3 z$ x6 I' S+ v
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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) |: J6 T3 x% G% `/ ?, I, \[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。9 M. B) ^9 c/ X
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
1 L8 d6 B U& N% v, U5 O& Z[] 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。. a$ e. I6 \+ g
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20) f; ` ~/ J8 o9 c
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。0 T6 H) y1 R# ]
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
! N3 I5 {, e2 N# Y. g[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
" H- \) E8 O6 _" y3 ^- sa***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
8 k5 x: J P2 e! g |) _[] 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 K8 |/ Q. ]* B2 Ka***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
. F* j; Q9 t, c/ q; D# ?[] 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。( m+ K$ ~# }5 l3 p
a***tion_position = a***tion_position + a***tion_speed
[/ e+ J- }0 |" ^% x @. f[] 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:) z6 l: u* z- k$ w1 N5 t( \6 Q! R
Frame = 1;a***tion_position = 0;sequence_Frame = 0% e1 o9 J5 d8 k$ H1 w5 j% h. D
Frame = 2;a***tion_position = 312;sequence_Frame = 1
/ K9 Q F2 x9 q4 j$ O4 lFrame = 3;a***tion_position = 624;sequence_Frame = 2 p& A7 i) w3 b& F/ L2 g% p! A
Frame = 4;a***tion_position = 936;sequence_Frame = 3
5 F$ {/ p a% 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。+ ^5 w* o& V# X- ~ J
$ n& C0 L0 e( nFrame = 5;a***tion_position = 1248;sequence_Frame = 4" V2 j* R/ m. l+ o) g
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
9 M. `* s4 k7 _1 Q, V* RFrame = 7;a***tion_position = 1872;sequence_Frame = 7
% x) j3 z! w* f1 l T( O* F! nFrame = 8;a***tion_position = 2184;sequence_Frame = 86 @$ _+ F; C' H5 J D
[] 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。 H8 v- X: k% ~& ]
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
2 F e% H7 p, iFrame = 10;a***tion_position = 2602;sequence_Frame = 10
$ R4 {) y# z% O1 s! eFrame = 11;a***tion_position = 2811;sequence_Frame = 10, R: B7 D) i( k+ P# S
Frame = 12;a***tion_position = 3020;sequence_Frame = 111 R [2 T7 m8 t+ x( v
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
9 ~1 ]& I. I8 Z8 u7 {0 l2 r" ^" tFrame = 14;a***tion_position = 3438;sequence_Frame = 138 f% B; [7 Q- g; C- h0 Q+ {
Frame = 15;a***tion_position = 3647;sequence_Frame = 14% ^! n, L& g; A
Frame = 16;a***tion_position = 3856;sequence_Frame = 151 t+ V# {" w u7 M" g: z
3 ?" b- V d" [4 a+ gFrame = 17;a***tion_position = 4065;sequence_Frame = 15
4 b7 ^# }3 y \3 f" eFrame = 18;a***tion_position = 4274;sequence_Frame = 16! `7 \% ^; [$ F" y
[] 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。$ U9 y1 H2 v: n, l* `' 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:
0 o7 K; u" k+ A7 @[] 如果主手武器装备在左侧:" f: r/ C6 e l0 l( Q7 v
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/28 T' N( p" k8 c" z( H. x
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2- D! ]! u( K( H
[] 如果主手武器装备在右侧: ( B( P0 r) U' G' \& @: x
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary/ l" O% K' [4 s( L# A
WSM2 = (WSM_primary + WSM_secondary)/20 l3 M) f) @ _5 ^) k9 h
[] EIAS部分的计算:
, G5 Z7 I3 I7 m2 i6 }6 B# m, JEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]$ c% A1 b+ `. U* U/ {2 q8 I
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
& v( a' J6 H( O[] Acceleration部分的计算:
8 D3 _8 P& s3 |$ J! r0 T) l/ TAcceleration1 = 70 + SIAS + IAS1 - WSM1
# R3 K) G5 s. s5 F; ^% o4 ~& iAcceleration2 = 70 + SIAS + IAS2 - WSM21 Z0 O6 D& N5 b9 T6 y
[] FPA部分的计算:. o N# s+ M& W8 {4 |
FPA_1 = {256*9/[256*Acceleration1/100]} - 1! _, b* X3 @" [+ |0 R
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
x0 d0 P0 ?6 B7 kFPA = FPA_1 + FPA_2( j+ ] [( \- K" @# M* u/ j
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