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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:
3 F! m; o8 M1 V[] 20级狂乱:SIAS=42
; a) ?. L& n( X6 ?[] 幻化之刃(PB):WSM=-30;IAS=0
$ O; N0 S( g3 j[] 巨神之剑(CS):WSM=10;IAS=0
3 d6 E# u6 w( `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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. h- Y0 u8 |# a; y4 q[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。: J1 Y( T# J6 P. }0 W
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
0 s3 d) f& q% v& b5 e; e[] 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。, j6 M( \( n" A: ^8 x
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -207 `8 J/ `# z, ?- M" \
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。. {2 D9 U7 R% q- Z! }7 [8 P1 |/ y
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0: _, o4 X$ ?5 O% |
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。% v7 h4 c* A ^( ]; ]3 s. r
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
: m2 H' f/ M- a# @1 k9 h! y7 { l[] 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。( g# f5 V6 D- _
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312+ d1 j9 b A) Y% 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。
% b( \: x5 l% L4 ~, x3 ka***tion_position = a***tion_position + a***tion_speed
- o; a' r V/ L! g/ x5 ?[] 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:
( X+ t: [' ~2 u J/ N) kFrame = 1;a***tion_position = 0;sequence_Frame = 0) d' T% ^" N' W! ^, _" u; Q9 G, T
Frame = 2;a***tion_position = 312;sequence_Frame = 1 w6 B9 X' V. q& f1 Q$ j
Frame = 3;a***tion_position = 624;sequence_Frame = 2
7 S+ z% U# B2 H; |$ V2 JFrame = 4;a***tion_position = 936;sequence_Frame = 3/ f0 a3 `$ w* }4 o% K2 a
[] 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。! E- `' P% S5 K5 R, l4 X* Y$ c
! H6 k- `0 i3 R1 q. W; O9 p- iFrame = 5;a***tion_position = 1248;sequence_Frame = 4
4 u# z, |( |2 f: A1 Q1 I2 m* SFrame = 6;a***tion_position = 1560;sequence_Frame = 6! u- }- q* O. N: [4 C) R
Frame = 7;a***tion_position = 1872;sequence_Frame = 7
& I& b9 }& i( M" k( l$ `7 ?Frame = 8;a***tion_position = 2184;sequence_Frame = 8) j6 _: F+ l2 D6 i% O" R Y
[] 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。/ \* q5 q+ n% k9 @4 e* b4 h+ _! J
Frame = 9;a***tion_position = 2393;sequence_Frame = 90 H1 m) Y/ C. r- [3 B
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
8 `/ V' F; C5 ~5 k. k7 f0 CFrame = 11;a***tion_position = 2811;sequence_Frame = 10
/ G/ b+ i0 @: [- X& xFrame = 12;a***tion_position = 3020;sequence_Frame = 11
% r! C! V3 _1 KFrame = 13;a***tion_position = 3229;sequence_Frame = 12
9 z; I3 p) i0 B V: g7 IFrame = 14;a***tion_position = 3438;sequence_Frame = 13
1 `& q0 f" t/ g, _6 PFrame = 15;a***tion_position = 3647;sequence_Frame = 14+ @$ x0 B! m1 v
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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/ t' P- d$ a' ]" U: SFrame = 17;a***tion_position = 4065;sequence_Frame = 15- l/ n) z, h, k6 D4 `
Frame = 18;a***tion_position = 4274;sequence_Frame = 16% g: _$ `9 i% G! S
[] 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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9 m$ X9 p+ {* [5 t: ?+ S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:4 p& q: ^8 t3 f# T
[] 如果主手武器装备在左侧:$ V2 ^( B( d8 T+ y
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
9 l3 I# r2 u9 R0 VWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
& j# ?7 |: U! q/ p' F# A$ J1 q[] 如果主手武器装备在右侧: 1 c9 w& {) U7 e5 M) f L! n+ ^9 N2 B( t
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
6 F9 T C! O2 O1 ?$ @& |: [WSM2 = (WSM_primary + WSM_secondary)/2' K# P2 D* c( @8 T
[] EIAS部分的计算:
; q5 r v6 ~( q) x9 n, a: i+ k- k9 }EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
# e, e) G: T, C3 L% y) C* x/ cEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
" K8 y& M, Z* Z- c[] Acceleration部分的计算:
; f* Z9 S. |1 X" e5 t0 pAcceleration1 = 70 + SIAS + IAS1 - WSM1- `1 G% |. E" v* e
Acceleration2 = 70 + SIAS + IAS2 - WSM2& a9 X$ j; M- j
[] FPA部分的计算:
2 K7 B" V, ] A& _FPA_1 = {256*9/[256*Acceleration1/100]} - 1: M% l0 ?3 D9 B, w+ B+ ^8 {
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}* I$ y+ o5 p8 e
FPA = FPA_1 + FPA_2
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