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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:0 n' A, G; H( J ^$ N
[] 20级狂乱:SIAS=42+ H# e; `% t0 l5 t7 [; @4 `
[] 幻化之刃(PB):WSM=-30;IAS=0 : J4 \, T$ }2 |) V" N
[] 巨神之剑(CS):WSM=10;IAS=0
" g/ U) Q/ M; N# T H( h4 f" A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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8 `/ c x( l( n+ S2 K[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
# _& e/ |/ `& z) H4 i2 d; ` hattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172/ _) z/ o) \8 S0 ^( i- f' k
[] 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。
( I6 F" J6 t" H$ S( c% ~+ iWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20. G! ?6 H* b2 ?' q3 R0 {3 _
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。% z. Q4 j% }1 L6 k" ^
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
4 U& n( [9 Y/ ~2 X; ^9 z" Z9 |0 I9 G( j[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。( [4 S5 U- \* u, n" h' [3 j4 ]
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
7 y8 j) _, K1 H0 @" d 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。) a" V" e) Q: `' o
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3122 a2 y: |! _+ | O
[] 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。/ F9 ^: q7 O' L; Y! A H4 v+ r
a***tion_position = a***tion_position + a***tion_speed
: a3 ]# e' ^* [ e[] 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:
0 |, q7 }& M- }& u9 i* JFrame = 1;a***tion_position = 0;sequence_Frame = 0
; b/ I- G# E) V$ b9 g' wFrame = 2;a***tion_position = 312;sequence_Frame = 1% t; i L0 b3 ]/ ~4 _
Frame = 3;a***tion_position = 624;sequence_Frame = 2- p5 z' r, I/ i7 s( ^
Frame = 4;a***tion_position = 936;sequence_Frame = 3+ @3 O9 m9 u+ L) I) \
[] 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
2 q; ~" I; i# N! S v5 E# lFrame = 6;a***tion_position = 1560;sequence_Frame = 6
% J/ f+ g7 } VFrame = 7;a***tion_position = 1872;sequence_Frame = 70 S7 _" v. _7 d& f+ B. h& c+ k1 X% n
Frame = 8;a***tion_position = 2184;sequence_Frame = 89 A+ I$ s% x% W7 ?
[] 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。5 ~. N' h3 ?" I* w& d. u
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
( m, _' [" d$ a9 C6 i9 q6 qFrame = 10;a***tion_position = 2602;sequence_Frame = 10
; M, T$ u1 L2 G9 B6 c( |# Q/ eFrame = 11;a***tion_position = 2811;sequence_Frame = 10
, v( u. g. m* J8 D, ?1 X6 B4 i" j, HFrame = 12;a***tion_position = 3020;sequence_Frame = 11
9 Z; a" H4 e9 M* FFrame = 13;a***tion_position = 3229;sequence_Frame = 12
x6 l# u( v0 lFrame = 14;a***tion_position = 3438;sequence_Frame = 13 ]1 x$ D' U/ {: \2 J
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
3 `! `0 {# @' N; ^5 n. z* l6 gFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15
4 w7 s( F: B6 Y$ x+ c$ r# q& a# LFrame = 18;a***tion_position = 4274;sequence_Frame = 16
' w/ @$ m$ @6 c8 g8 Y& Y[] 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:
" J4 V, v! c( D[] 如果主手武器装备在左侧:
5 t3 }1 F: T2 a& ]$ T, q; XWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
6 g9 |% d& K0 d' nWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2# ~6 ~8 p/ i* p& E! t
[] 如果主手武器装备在右侧:
) }/ l. n h( Y' t8 ZWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
( D% g: D" _) d& ~WSM2 = (WSM_primary + WSM_secondary)/2& R/ t- O' F" o. ~
[] EIAS部分的计算:
2 b- l$ T3 X: ?! BEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
4 ?; i* Z/ J# u, Z% A/ iEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
; s+ g2 S9 K$ @" ]$ `# I; j3 u6 k" L Y[] Acceleration部分的计算:) @/ _4 D" x9 q) z8 o, e
Acceleration1 = 70 + SIAS + IAS1 - WSM1* Z8 g( K9 h. b" e6 C. N
Acceleration2 = 70 + SIAS + IAS2 - WSM2
$ I6 ^ o( E( T$ \7 F/ f[] FPA部分的计算:' c, ^: r' ^% ~
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
0 T& Y" n9 H1 NFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
5 ^9 h/ y4 b7 R3 v+ Q: OFPA = FPA_1 + FPA_2; T5 l- p9 V% S: C% _3 D0 ]
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