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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:% T! f' x g- m
[] 20级狂乱:SIAS=42& q8 x; {- v) s7 o9 x' h0 W# i+ Q5 z
[] 幻化之刃(PB):WSM=-30;IAS=0
/ a' ]: i: ~4 l7 p$ P7 F[] 巨神之剑(CS):WSM=10;IAS=0& W& w; G* e5 d* 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:
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
& G5 s" f; R7 {- N; mattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
2 a, X" C7 ~* o- w$ v% ]# \/ U$ L[] 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。' T5 \! T4 |$ F5 ^2 f- ?/ Q
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -208 s: F4 q* U" _1 p! g J$ e
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
; z% ]0 o& S. P k8 l* |1 e, EEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
2 d1 k: s/ Q+ V+ m0 F/ _% B[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。% T& S& ]- |* d# N& R% ~- |
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1229 z1 W. X6 R b1 A+ Y5 o. ~; 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。6 \* j: d1 B( \: C5 N" I/ v
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
* h E' v# r. F; g) Z6 W[] 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。
4 Y& y W3 `' C/ o3 s$ q7 z) Ha***tion_position = a***tion_position + a***tion_speed
/ ]( a2 S3 T+ B7 e% z' ?# j4 l, O[] 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:2 ]" f5 C( `9 H
Frame = 1;a***tion_position = 0;sequence_Frame = 0
( _2 w0 G" z3 R8 y+ I+ y" oFrame = 2;a***tion_position = 312;sequence_Frame = 12 J# e2 q4 l, q/ ^1 Z: l% f
Frame = 3;a***tion_position = 624;sequence_Frame = 2! j% t& _4 K: N+ m
Frame = 4;a***tion_position = 936;sequence_Frame = 3
# J; v! |! [0 p" f/ R$ X8 e# G[] 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。! F/ N( S9 B) x/ N7 y
' u+ {! x0 }- B7 P4 @1 Y$ vFrame = 5;a***tion_position = 1248;sequence_Frame = 45 r$ ?" g! N) E* N
Frame = 6;a***tion_position = 1560;sequence_Frame = 67 v6 J& `) Y. z% W
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
" D5 O# p" x1 y9 S% |$ k: b" jFrame = 8;a***tion_position = 2184;sequence_Frame = 8
8 j/ ~. o& m. [9 x5 [- ]: W* |[] 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。# f ~5 v- R6 X3 ?' j& I/ `4 x1 a
Frame = 9;a***tion_position = 2393;sequence_Frame = 9; L- T: B: L3 i& o3 D1 X
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
& n1 t6 L' l; e q& HFrame = 11;a***tion_position = 2811;sequence_Frame = 105 l5 C# m* W$ h4 v v
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
1 A3 e# ~) A; ~8 M9 I$ R! v8 B' ^Frame = 13;a***tion_position = 3229;sequence_Frame = 12
' E- S7 p6 a9 H( t" Q+ ^Frame = 14;a***tion_position = 3438;sequence_Frame = 13) c. C( g$ S3 o1 F% F v, I
Frame = 15;a***tion_position = 3647;sequence_Frame = 14$ t9 q" H$ t' {) l, p# ]5 r0 i
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
: b* T5 M! {+ A! h. E) Z7 g8 x8 LFrame = 18;a***tion_position = 4274;sequence_Frame = 167 k: d! `/ p. K; I
[] 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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5 x+ L7 z! p& S9 S9 r3 N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:
3 P- T8 Q2 E" i% o[] 如果主手武器装备在左侧:7 K& C$ F+ O, M# l/ ]2 }
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
! o1 |# s+ R1 q, H! ]' uWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2" n. I7 _. e# K- F, @0 t( h& m
[] 如果主手武器装备在右侧:
4 ?9 Y# R9 x/ a) Y2 g8 G* AWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary- b. w } X1 m4 E
WSM2 = (WSM_primary + WSM_secondary)/28 S* s9 y$ i; t
[] EIAS部分的计算:
' G O5 `* K' BEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]1 b1 f7 z' J8 m' w6 @3 G+ x9 B6 P4 @
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
F2 y: O- v* @0 o[] Acceleration部分的计算:1 B9 U2 {6 k3 k- g. Y
Acceleration1 = 70 + SIAS + IAS1 - WSM1( \ j) b; h8 q1 s
Acceleration2 = 70 + SIAS + IAS2 - WSM2 ?% \" N- S. `% N) d* i' b
[] FPA部分的计算:
, k" Y1 ~/ Z6 `5 zFPA_1 = {256*9/[256*Acceleration1/100]} - 1
2 @9 u0 I8 f- s v' KFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}- F$ ]) a6 q4 [( ?6 x
FPA = FPA_1 + FPA_28 [& |) m, W3 }0 C( z. {! W
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