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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:! n5 p% g+ y6 ~
[] 20级狂乱:SIAS=42* G# _& [, H$ E8 v$ } _) C# [6 b
[] 幻化之刃(PB):WSM=-30;IAS=0
! i; T, u" _- B( k) l6 H/ d* j[] 巨神之剑(CS):WSM=10;IAS=0
) Z1 d; v. w, U G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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W3 K$ d9 ^% C1 q, d[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。5 h- i0 t) j* E( p0 A
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
+ A1 x+ [9 S6 V: P% t[] 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。" H9 @: \' a7 D' ]. w
WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -206 H7 Y/ X4 _7 Z3 \
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。0 P }9 O- C1 g) Q/ { V
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
4 S0 D) |2 N! @3 d* e. p[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。, e b; M' y6 V9 Z& \
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122. q1 L% m S 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。
5 l+ G2 I5 L/ d/ U! u+ t G' xa***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3127 m4 L1 O" {2 _. Q
[] 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。
0 X6 L6 I8 l) h1 Ya***tion_position = a***tion_position + a***tion_speed5 H7 o! G, i7 |" }+ {. R _
[] 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 |4 x+ R# E* w R7 l
Frame = 1;a***tion_position = 0;sequence_Frame = 0
# B1 E3 j6 h& c$ j) g4 T+ u- b' dFrame = 2;a***tion_position = 312;sequence_Frame = 1, R$ F6 ?& h! M1 P
Frame = 3;a***tion_position = 624;sequence_Frame = 2+ ?# B9 r8 k& Q1 f( N% O
Frame = 4;a***tion_position = 936;sequence_Frame = 3& T3 Y6 X- Q" 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。
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' k0 e- C. j1 `6 _" O/ j8 ~Frame = 5;a***tion_position = 1248;sequence_Frame = 4
. H6 z8 t1 u" m LFrame = 6;a***tion_position = 1560;sequence_Frame = 6
- Y- o0 l6 i1 J R9 pFrame = 7;a***tion_position = 1872;sequence_Frame = 7" w) i# ^5 \9 L+ `: Z; q% {+ o
Frame = 8;a***tion_position = 2184;sequence_Frame = 86 ^7 d* w( D* c: S: z) r
[] 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。 }0 z$ @# u- l
Frame = 9;a***tion_position = 2393;sequence_Frame = 9% z, {$ h: V9 Y, ~. C
Frame = 10;a***tion_position = 2602;sequence_Frame = 10& M$ ~6 ?' D+ h+ W# ?7 X
Frame = 11;a***tion_position = 2811;sequence_Frame = 10
0 i+ o p' A1 R) \* \ Y& K8 L" x+ IFrame = 12;a***tion_position = 3020;sequence_Frame = 11
! H6 e8 c( o$ v3 Y* ` Q) s! yFrame = 13;a***tion_position = 3229;sequence_Frame = 12/ t6 S+ g8 Z; J; P
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
2 e% v. B! }; c+ j- [9 FFrame = 15;a***tion_position = 3647;sequence_Frame = 14
/ i1 n2 {: a0 dFrame = 16;a***tion_position = 3856;sequence_Frame = 15
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. {% J! h: K, D' O. \8 LFrame = 17;a***tion_position = 4065;sequence_Frame = 15* H' B5 t$ @3 k M& r5 c
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
# _" S/ K% I# w3 W, u* d/ 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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. i6 A. y* ^* H% d' 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:1 T/ \) t# I2 ^# U* V2 S$ V3 g+ L- Q
[] 如果主手武器装备在左侧:
% c& Y" S0 I) F; k- FWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/25 X1 a9 m" z7 d( o" `& U
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
B% A. u' W: f- p3 F! u5 a9 B6 q& y[] 如果主手武器装备在右侧:
. P3 T4 V5 b# X0 E x3 RWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
5 I1 r R( ^7 [) z2 B* |WSM2 = (WSM_primary + WSM_secondary)/2' f9 Q) I% }4 J; g
[] EIAS部分的计算:
: u: |- F2 t, ] G+ H4 z( C* F8 q/ }EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]' z% Z! [: n8 {5 K: k7 P3 t
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]
% s7 n2 x; E1 Z# K[] Acceleration部分的计算:
/ Z; h: V4 X2 R# v" B0 D. ~& ]Acceleration1 = 70 + SIAS + IAS1 - WSM1
9 A' C: s6 S" V+ w. }, iAcceleration2 = 70 + SIAS + IAS2 - WSM2
`4 m% D$ q# c- B! s8 |[] FPA部分的计算:8 y: H. I+ w- ?
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
# T4 R! H/ S" QFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}
; Q: Z$ ?/ I7 R2 @FPA = FPA_1 + FPA_2
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