|
|
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:
/ l: t8 ?% y# u[] 20级狂乱:SIAS=42
2 {- J0 f, X8 g[] 幻化之刃(PB):WSM=-30;IAS=0
- f4 n$ B( X( w4 u0 n[] 巨神之剑(CS):WSM=10;IAS=0
: J# D2 g; a4 V8 K5 k, V5 e# O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:
- X; _2 y' k# ?& L* |! y( s0 C
' m0 y7 V3 j a9 P- H[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
0 v& w% l8 ]' F0 ^0 b, r; M- hattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
* k h' P* o* u9 Q( r* q# f! ^[] 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。) Z- F$ B/ x* d! W0 q1 A+ a
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
7 Z+ y. M" Z0 a5 H& |' U) h1 @[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
0 {) j+ l2 p, k$ QEIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0 H4 p* A# \0 h' X1 ?7 z3 R
[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
/ }0 Y# U t( _% |1 {a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
# ~9 ~. ~# a! [; f[] 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。
/ S6 U8 `7 z/ @1 [a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312( i' n# i7 g8 L( w- F4 d3 x" W9 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。" T4 D% [$ n$ U; @2 [
a***tion_position = a***tion_position + a***tion_speed
6 G6 g2 s4 f5 z[] 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:
5 |# i0 ]! Y& ~! U+ TFrame = 1;a***tion_position = 0;sequence_Frame = 0: X$ _. I$ U) W4 q% q0 `% i* ^
Frame = 2;a***tion_position = 312;sequence_Frame = 1
; ^; Y' I% N3 B' Y1 i& y5 a( MFrame = 3;a***tion_position = 624;sequence_Frame = 2& L2 M5 Y( ]' N, F: H" z4 I: G
Frame = 4;a***tion_position = 936;sequence_Frame = 3
( F& k* w; C. A _2 X, A. w[] 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。
. c# T* a. I" ?* Y% d5 h& T# ^* x: z$ {; [3 Q! B' L
Frame = 5;a***tion_position = 1248;sequence_Frame = 4& J9 v6 u$ o- @4 ^0 q/ I/ W, s0 L
Frame = 6;a***tion_position = 1560;sequence_Frame = 64 q c1 t$ T, V# b3 w4 [" z
Frame = 7;a***tion_position = 1872;sequence_Frame = 7# E4 G) n- L1 n5 [
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
& @3 w6 f0 Z$ C% z1 ]3 ~. S[] 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。% Q3 q0 W- P9 ~1 @$ l! G
Frame = 9;a***tion_position = 2393;sequence_Frame = 9. M. K0 _, A, r& a( D
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
8 m+ e; u, e4 S3 a6 r, yFrame = 11;a***tion_position = 2811;sequence_Frame = 10- c- Z- ]2 ?' r$ Y! q4 V; O
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
4 U5 L) Y O5 ]8 E' [; ]$ Y: WFrame = 13;a***tion_position = 3229;sequence_Frame = 12
% J) ^1 K% k: TFrame = 14;a***tion_position = 3438;sequence_Frame = 13
& R1 @: t5 i! X8 qFrame = 15;a***tion_position = 3647;sequence_Frame = 14
/ N+ t6 ?% C5 v4 |+ _% lFrame = 16;a***tion_position = 3856;sequence_Frame = 15+ J% j0 }& F6 V6 J- [; B
, D; A6 {$ r. \" o7 h2 Y7 a o
Frame = 17;a***tion_position = 4065;sequence_Frame = 15
6 l5 f$ ^+ g5 ?1 VFrame = 18;a***tion_position = 4274;sequence_Frame = 167 ` |- I; P) S6 N. V8 X
[] 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。) \$ W8 U- R0 x1 R: H4 E) W$ ?& {
7 I, X' @4 _" V* x
( w3 V+ a% k: G- Z$ U. f- a0 G. h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:$ v+ I8 E& a" D% f/ O
[] 如果主手武器装备在左侧:
* F0 g8 x- A0 {WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2- J4 |# c2 M) Y$ V n$ v9 Y
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
3 w% D' U* c2 o, O+ F[] 如果主手武器装备在右侧:
, ~- t' t. Q$ g$ XWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary/ W/ c! d" i! d4 }7 l5 |$ `4 ?4 z" S
WSM2 = (WSM_primary + WSM_secondary)/2
H6 \. X9 j0 u c[] EIAS部分的计算:- e8 @$ f; O; \! R
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
% X* t7 I4 r" r: h7 g. J' _$ ~4 o6 QEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
4 Y- v. K d, k) N6 L0 h, ^5 |[] Acceleration部分的计算:
+ j4 |! m4 @8 |3 {1 @' gAcceleration1 = 70 + SIAS + IAS1 - WSM1
+ R0 Y- M8 h# f% S( j$ F1 }, z! c4 vAcceleration2 = 70 + SIAS + IAS2 - WSM2
$ H: B/ ^" f$ W[] FPA部分的计算: D7 [/ X6 k" \7 c9 q! \! W6 i
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
7 C5 d- }4 x1 T; ^. sFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
- m/ t; g9 [: S* f2 o5 u+ vFPA = FPA_1 + FPA_2
0 L1 d4 j4 g, V |
|