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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:4 j0 R/ o) S( W0 I' T4 G
[] 20级狂乱:SIAS=42 T" b" r/ B) W% W& B
[] 幻化之刃(PB):WSM=-30;IAS=0 ' p0 J& Z1 N3 J1 i; b8 {1 }
[] 巨神之剑(CS):WSM=10;IAS=0
& {$ G7 g1 ~& f4 M% ]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 y. ^# n2 }. f! T
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。; |6 Q' P: ^. K7 D8 j# C1 r3 ]# [
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 1729 S. h1 J( |& \& 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。6 ~: J: f* n% P+ {8 N4 Q3 Q, a6 f
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20: @/ p4 ~% k2 `$ U
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。0 Z4 S) t4 D9 c9 P$ d4 _5 Y& b
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
! M8 K# Z) x' t4 j[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
/ Y. u9 v; M ka***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122! V) P4 h7 m* 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。
5 Q) Z8 U, G! c: ]2 l. J/ wa***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312; i: e* V2 s) B/ 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。6 f8 l$ f7 H; w3 p6 q
a***tion_position = a***tion_position + a***tion_speed* }* R3 L" q. B+ ` }# }8 V( b
[] 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:
* D- V# d2 |+ W3 @3 `. `7 o3 J$ d+ yFrame = 1;a***tion_position = 0;sequence_Frame = 0
, d- u- J* E' r2 V+ U2 H% L1 v4 jFrame = 2;a***tion_position = 312;sequence_Frame = 1
# g2 q8 B7 g7 v: JFrame = 3;a***tion_position = 624;sequence_Frame = 2
7 g# y9 f. x( fFrame = 4;a***tion_position = 936;sequence_Frame = 3
7 E# W9 n/ ?1 \& A7 v7 J[] 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。( Y5 d8 T, H2 F8 q7 x/ n: F8 j
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Frame = 5;a***tion_position = 1248;sequence_Frame = 4
& g# t" K% I; }5 y$ } }Frame = 6;a***tion_position = 1560;sequence_Frame = 6
. o' t4 }& i) j8 NFrame = 7;a***tion_position = 1872;sequence_Frame = 7
4 j& l0 x i H AFrame = 8;a***tion_position = 2184;sequence_Frame = 8 a6 J: l" `9 E- I
[] 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。
) h$ }+ T* g3 i: RFrame = 9;a***tion_position = 2393;sequence_Frame = 9
% b+ t! Q' X! U- l* vFrame = 10;a***tion_position = 2602;sequence_Frame = 105 t7 C4 `9 r7 s6 ~
Frame = 11;a***tion_position = 2811;sequence_Frame = 100 v% c5 H8 I' c# _5 i3 j' L2 j8 c4 Z
Frame = 12;a***tion_position = 3020;sequence_Frame = 117 u9 @0 M* ~1 ]. h4 r
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
' }( R; } b+ LFrame = 14;a***tion_position = 3438;sequence_Frame = 13
5 c' t6 ^; L @Frame = 15;a***tion_position = 3647;sequence_Frame = 148 G0 j& A) H! n& K
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
6 M3 q8 e; D1 |! HFrame = 18;a***tion_position = 4274;sequence_Frame = 16/ [1 }8 t( G7 Z- J( W; T
[] 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。: N! ^* A) l f( D5 Q3 R. @
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; x0 Y# q, r! M! f$ J C! o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:
% i6 b* m7 h0 Y[] 如果主手武器装备在左侧:% @( ] n0 M" ?) ~" F
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2 [5 `5 c6 ~. N" D. k4 i
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2- X$ \4 I: k! q
[] 如果主手武器装备在右侧: 9 K# W9 O( Q& F2 ]/ _0 h8 V
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
/ [. R9 h4 q, q5 EWSM2 = (WSM_primary + WSM_secondary)/2
0 O5 B. [3 t- y[] EIAS部分的计算:) H9 e* z' ~) O9 z: q9 \. M; n1 E2 G
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]- }. s6 c1 ]& L" z9 w0 b
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
! G: Z& E# ^: Z# K; ]3 w[] Acceleration部分的计算:
1 x8 a1 f4 R- U( ?Acceleration1 = 70 + SIAS + IAS1 - WSM1
& y: G) ^# O6 QAcceleration2 = 70 + SIAS + IAS2 - WSM2
& ~( g, N& }" S3 l( |[] FPA部分的计算:; `9 `# p3 D: Z& i7 e+ g
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
7 Z7 u, q+ l1 y; Z) b ]' H+ |FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}9 M9 T: k) R) v5 f" U
FPA = FPA_1 + FPA_2
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