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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:
, ?, m6 U0 r& X' Q# L- u- T% ~[] 20级狂乱:SIAS=42# W: R" E) y/ s1 N% k# c+ d+ B
[] 幻化之刃(PB):WSM=-30;IAS=0
3 _- {) X x4 w$ ~2 Z6 h( F2 Q8 H! d[] 巨神之剑(CS):WSM=10;IAS=0! [* T1 y) Y/ R( i
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)。+ K& k: R) X" t+ _/ M
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172+ M: V0 s% T3 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。0 o: D8 P5 r: i
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -208 O2 O$ R6 a- n1 b9 T) b& K2 |8 _2 }
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。9 y' O3 m% ]* Q
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
0 S# W8 a4 X. V& g: I4 D3 h( i[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。3 v, ?* U8 w9 n a
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1224 t- W8 G6 B% B7 F* X# U
[] 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。
* n3 C5 c5 w9 k; i4 Y O- |4 _3 Ca***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
6 s1 [& [2 N8 h( C# o2 u[] 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。
5 Y* S: W" E; V( i, h" c/ va***tion_position = a***tion_position + a***tion_speed
0 H9 x) G8 @* w0 U: `3 h! d F[] 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:3 E9 H( m3 P8 q7 V
Frame = 1;a***tion_position = 0;sequence_Frame = 08 h0 e! c1 g- s: f8 K9 q4 N) s# N
Frame = 2;a***tion_position = 312;sequence_Frame = 1
) t4 _- N. M7 O4 y0 G4 lFrame = 3;a***tion_position = 624;sequence_Frame = 29 }$ r! B7 X+ y. i) b8 s
Frame = 4;a***tion_position = 936;sequence_Frame = 3
/ y3 _; B ^# T+ @) c( _ m[] 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$ G' g% v6 B. `+ @7 C& e/ G
Frame = 6;a***tion_position = 1560;sequence_Frame = 6- r8 W# ?: P( t6 N8 R0 k8 C
Frame = 7;a***tion_position = 1872;sequence_Frame = 7 E0 c( a" K) t+ e$ p% Z/ ?" |
Frame = 8;a***tion_position = 2184;sequence_Frame = 8
7 I! N, e2 e. a9 _+ k4 P) ][] 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。
[% K" ]+ L8 D* p1 R4 W1 O/ \Frame = 9;a***tion_position = 2393;sequence_Frame = 9
, L e% \, J* d4 h. ^7 j0 c/ QFrame = 10;a***tion_position = 2602;sequence_Frame = 102 [7 G5 w! ]% p
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
7 H# f8 c& y# m1 R6 qFrame = 12;a***tion_position = 3020;sequence_Frame = 11
1 u/ |9 u: d/ e: t) I bFrame = 13;a***tion_position = 3229;sequence_Frame = 12: q1 h6 P, W& P6 F% [: s
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
! j4 R) T) a% E9 K1 ^7 XFrame = 15;a***tion_position = 3647;sequence_Frame = 14
% i! y8 w- O8 R' G% e' jFrame = 16;a***tion_position = 3856;sequence_Frame = 154 ~- O% N/ @+ S' }4 `0 N
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Frame = 17;a***tion_position = 4065;sequence_Frame = 152 o. m, r6 E' F" L2 O! \+ J! S4 k3 f
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
- V7 P# U. W; a/ U9 r) R9 y* b[] 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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c N6 G; ] s* U3 b( p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:
5 `7 Y% V; K& u" \, u[] 如果主手武器装备在左侧:& d* T. ^, }: Y. u6 \
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
. W( S4 p" J7 \8 h0 ]WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
1 M; F. d3 b V+ r[] 如果主手武器装备在右侧:
' {. C$ J9 p; G5 W3 h: h3 EWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary- a# \2 h; `1 p
WSM2 = (WSM_primary + WSM_secondary)/21 {0 V6 H( V! ^# V, |
[] EIAS部分的计算:9 V3 @0 E7 o% i1 h& f+ m
EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]% ?( U s; T3 e5 C% O- B& R0 o
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
7 l$ g' M* M1 Y) c2 k$ D. u[] Acceleration部分的计算:
, i2 x2 f( p8 j' E1 I% ^1 uAcceleration1 = 70 + SIAS + IAS1 - WSM1! M3 C" A! l- [" q
Acceleration2 = 70 + SIAS + IAS2 - WSM2: s! s& H( [3 a3 W9 A
[] FPA部分的计算:
4 I; s/ m o9 z2 ^7 e8 i0 \FPA_1 = {256*9/[256*Acceleration1/100]} - 1
+ v1 d, c) K7 F! p8 Y4 Q" PFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
4 d9 ^1 h4 W7 z4 _5 y7 Y8 s- j& a/ EFPA = FPA_1 + FPA_2% ^2 ]) r: V6 U0 @# r0 o" |
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