|
|
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:
, O8 }. o; ^, a+ D[] 20级狂乱:SIAS=42, o0 X; h# A5 ~( C
[] 幻化之刃(PB):WSM=-30;IAS=0
6 o2 a% j0 d }( S0 |) ~[] 巨神之剑(CS):WSM=10;IAS=0
! [% p# o' b7 {# A6 g/ b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:3 m* N' N5 k5 Z) o5 g
% F' g; _5 s& w6 n! n! p4 @6 E9 g
[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。$ k! [! m: f* L3 |6 X9 t
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172! n( \& m' q" r/ Z% T6 p8 `
[] 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。
* @& V a2 A# n$ a0 oWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
. y* }( B3 Q; _9 V2 U( @$ C[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。$ {! ]6 H# h5 N
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0; @, p- Q" S8 G
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
0 V, M7 M' G8 r" M' A' ua***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122. u7 v2 T# n4 Q; P7 c" t
[] 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。
7 b5 {6 o, Z. Z! [7 B* ya***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
. h* o+ V& V$ z8 }) O6 C[] 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。
" U. O- S( |9 Za***tion_position = a***tion_position + a***tion_speed) r" y5 C1 `0 t0 o( 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:, W% W5 g, d/ j# B
Frame = 1;a***tion_position = 0;sequence_Frame = 0
- A. O7 @9 z9 X3 l9 LFrame = 2;a***tion_position = 312;sequence_Frame = 1
, g- [3 m/ q! G4 t8 M- ^Frame = 3;a***tion_position = 624;sequence_Frame = 2
" w7 g9 A5 q' Z. F) J! p) gFrame = 4;a***tion_position = 936;sequence_Frame = 36 Q0 F2 j0 P. o
[] 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。1 T" \2 O- h# S# n2 v: H6 Y& q
" W3 m; ]0 Z- U4 h5 A" P0 `& YFrame = 5;a***tion_position = 1248;sequence_Frame = 4% [( A( {/ h: X
Frame = 6;a***tion_position = 1560;sequence_Frame = 61 X7 \: l8 \+ n* j+ k
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
7 Q3 X; l& E2 }5 CFrame = 8;a***tion_position = 2184;sequence_Frame = 8% V- h0 p* c; Q- d: u# E3 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。9 R# v4 S0 b9 h0 T
Frame = 9;a***tion_position = 2393;sequence_Frame = 97 \' U. d! q8 t7 t7 M7 q M3 q5 R
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
& u- Z4 n. i+ a3 w/ A4 K, A3 IFrame = 11;a***tion_position = 2811;sequence_Frame = 10% |9 {" u* y! q- y( e7 x! r. n- d
Frame = 12;a***tion_position = 3020;sequence_Frame = 11% k, l4 L ~' t' f$ O/ o) o
Frame = 13;a***tion_position = 3229;sequence_Frame = 12( m' Z. H" s& s8 }) w1 f
Frame = 14;a***tion_position = 3438;sequence_Frame = 135 f8 b5 ~1 h2 \* Q! {
Frame = 15;a***tion_position = 3647;sequence_Frame = 144 c) ?/ h% w+ S2 }1 @; {
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
/ v( X9 x* T" @( j: S! z$ W: X' \ Z; O+ O
Frame = 17;a***tion_position = 4065;sequence_Frame = 15/ U! P0 X. b4 X! B6 ^( s0 m5 P+ F
Frame = 18;a***tion_position = 4274;sequence_Frame = 16: \3 \% {5 Q# f; e6 v' G
[] 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。
8 |# a" M* q! e1 R, l4 c
" i5 B, r* {9 Z0 Q8 ]% k
. D. |5 K0 ?- @; ^& j* y, f3 r% J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:
' X, `( B# C& ? [- b[] 如果主手武器装备在左侧:
$ m! f$ H" B3 D6 qWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
9 Q* H: ?* v8 n9 S+ \5 d! cWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
) F# v% I. H, \. I' ~9 P v[] 如果主手武器装备在右侧:
) G- U4 e* o+ cWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary8 k7 Z& m* s4 |% ]$ `
WSM2 = (WSM_primary + WSM_secondary)/28 B* {! t5 }' q+ _8 B
[] EIAS部分的计算:
2 s, c: W# ], C( `" REIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
4 ?; [. j: k: E# q! {. \6 ^EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
6 u, h {! O' _! `[] Acceleration部分的计算:- ]/ [6 ~2 O0 |5 r! C
Acceleration1 = 70 + SIAS + IAS1 - WSM1
- F" p- f" U9 B4 s1 E1 H LAcceleration2 = 70 + SIAS + IAS2 - WSM2( t% f5 u6 }4 `6 {% a3 M0 @! v
[] FPA部分的计算:& z) N2 d; r( D
FPA_1 = {256*9/[256*Acceleration1/100]} - 1. G6 ~( M. n( x* m% n% v
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}7 R: g7 a8 D* Z) e5 Y- h
FPA = FPA_1 + FPA_2- Z7 ~ g9 O* ^# H: `1 v
|
|