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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:$ R( I" P7 I4 `/ y2 ~* t
[] 20级狂乱:SIAS=42
7 O( i# T, i$ P4 r[] 幻化之刃(PB):WSM=-30;IAS=0 7 _# t9 I6 _0 y# [
[] 巨神之剑(CS):WSM=10;IAS=0" V" }( m+ l3 W, ]$ 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)。. T( P1 [9 Z& z, E: r8 w1 q1 K
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172" W3 J. q) x1 M' q
[] 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。; e3 W, q( G: Z, A0 _
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
1 @( t" r% F6 @( n1 U% U; H+ ?[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。3 e- I- O0 t; z, v8 b- _
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0) a) Q5 t+ m; y7 W1 t5 d
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。* ]1 y0 H' C1 C( ^! L ~9 l/ r
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122' o6 q. T8 G- K
[] 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。$ ]& u$ b' K! i$ d9 U
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3122 X5 V. {4 T1 X m. `. X; @
[] 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。
! Z( u+ \) `4 z% h& ca***tion_position = a***tion_position + a***tion_speed. Z$ p6 d% C; Z/ E4 `; A
[] 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 Y& m) b) Z$ z* g
Frame = 1;a***tion_position = 0;sequence_Frame = 0* g/ X$ \, p F
Frame = 2;a***tion_position = 312;sequence_Frame = 1+ U8 x) q9 b* L! w4 |* U
Frame = 3;a***tion_position = 624;sequence_Frame = 2# W6 B% L5 d0 J3 F8 K
Frame = 4;a***tion_position = 936;sequence_Frame = 33 E) V+ ?- S8 b* c
[] 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。
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
4 v7 v U2 L0 H1 |% e, j* z* s+ C3 z! nFrame = 6;a***tion_position = 1560;sequence_Frame = 6
K$ @/ V- z* g% }Frame = 7;a***tion_position = 1872;sequence_Frame = 7" M: K1 y% ? r
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
1 ?% F3 y( x6 l5 b. 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。
" p9 ~( B+ D" c! M HFrame = 9;a***tion_position = 2393;sequence_Frame = 9
6 X% s2 m1 ?5 o* P1 w OFrame = 10;a***tion_position = 2602;sequence_Frame = 10
; q* y+ y0 K8 _2 O% A( X( zFrame = 11;a***tion_position = 2811;sequence_Frame = 106 B; K: s; v- ?2 b' X. P
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
0 @ V6 s( @1 }- JFrame = 13;a***tion_position = 3229;sequence_Frame = 12: }6 j3 ~. l# @+ n7 S- ^) y( f: u
Frame = 14;a***tion_position = 3438;sequence_Frame = 13# ]! G; u; @9 F, r1 {+ x% C
Frame = 15;a***tion_position = 3647;sequence_Frame = 144 U+ j0 J/ e# Y' ?7 g2 C4 c! u3 t
Frame = 16;a***tion_position = 3856;sequence_Frame = 153 N! p! j: S: }. O( {2 W
8 t7 V* l) M% Q2 @. a9 gFrame = 17;a***tion_position = 4065;sequence_Frame = 15
5 j* \6 S3 u7 T+ a. k; KFrame = 18;a***tion_position = 4274;sequence_Frame = 167 W: m' s- O. X( [3 n0 Z
[] 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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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:
9 V. i5 A; _% c. J& h[] 如果主手武器装备在左侧:
, E# u+ Z, L3 b8 L3 @; ]% g7 yWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
8 K' u+ ~, `6 p( e3 ?( e4 O% XWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2. X u6 W& C" I3 o) _/ M
[] 如果主手武器装备在右侧: - G" d; l7 Q) r e* M; M; N( Y
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary" {1 A0 F, C+ l( ~; q# D" P( F
WSM2 = (WSM_primary + WSM_secondary)/2% D, v* j2 A. h- {
[] EIAS部分的计算:4 m' Y4 I2 }) \& ? t) `
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]' X3 h0 m2 V( _# y% H3 D
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
2 P% [, \; Z/ F( Z: J# \6 P9 x[] Acceleration部分的计算:
* P; y: w6 H; D+ m {Acceleration1 = 70 + SIAS + IAS1 - WSM1( @* a# y% Z3 G g9 ]# A
Acceleration2 = 70 + SIAS + IAS2 - WSM2
" I( F! s& _3 { B[] FPA部分的计算:% ]6 Y7 ^- D4 W
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
" }' D0 b2 A5 k3 r5 pFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}7 t% Y2 m( p/ O- @( E% i! N0 G
FPA = FPA_1 + FPA_26 j9 ~' T$ ?- B* z7 X1 y
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