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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:
, C$ L. s6 y1 p- Q[] 20级狂乱:SIAS=426 n, I/ j4 ]+ v+ ~4 H& C: u
[] 幻化之刃(PB):WSM=-30;IAS=0
( k6 b& S: c$ ?( j F6 R( x5 Z: `[] 巨神之剑(CS):WSM=10;IAS=0+ } z L+ b0 Q i( B: y+ @
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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! y3 S! Z( l8 R: Z4 n$ E# w[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。 b. i& g+ D* l; \ x
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
* k3 ~" B' V" U w7 C& [) b1 P[] 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。
: {6 X! X7 x/ w8 EWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -20
5 `/ T0 i5 y1 U6 W! Y[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。
9 `* v" r5 K. ^' C# K7 ]EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
6 O2 I7 h, S% [& v7 J5 c[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。. E( ~+ ~2 `( h& J
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 1223 L+ i2 z/ J) M! k
[] 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。, J/ r- w8 j" }: |
a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
1 H5 X' V Q: d% s" n[] 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。
X5 m$ j+ M* ga***tion_position = a***tion_position + a***tion_speed, F6 z# q5 X, x3 \! w4 W
[] 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:
! k* G4 l- h4 x" h3 p. ZFrame = 1;a***tion_position = 0;sequence_Frame = 05 ^* Q3 E$ n0 v* U) N0 `
Frame = 2;a***tion_position = 312;sequence_Frame = 1' r6 y9 M* Y9 O, j7 {% w- u
Frame = 3;a***tion_position = 624;sequence_Frame = 2
: M' Y0 R ]- R$ m1 OFrame = 4;a***tion_position = 936;sequence_Frame = 3+ ^0 K) [' v) `4 `5 |+ R
[] 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。- |3 j' }+ u6 r" r
, O4 R" F& Z0 |4 W8 K5 lFrame = 5;a***tion_position = 1248;sequence_Frame = 4
8 p5 s5 G* M/ X4 z* wFrame = 6;a***tion_position = 1560;sequence_Frame = 6
! X8 h9 ^$ X' Z* T) N) jFrame = 7;a***tion_position = 1872;sequence_Frame = 7
" i9 c: n, r* L5 A+ H7 n9 VFrame = 8;a***tion_position = 2184;sequence_Frame = 80 \1 O- @" | K4 T1 i& `
[] 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 g0 F6 |$ x. n6 W; G/ i1 _
Frame = 9;a***tion_position = 2393;sequence_Frame = 9
% k9 R- y- u* A" QFrame = 10;a***tion_position = 2602;sequence_Frame = 10
- @! @1 [! R% R1 iFrame = 11;a***tion_position = 2811;sequence_Frame = 10& ~( N& \8 o9 m/ X4 [+ x
Frame = 12;a***tion_position = 3020;sequence_Frame = 110 W# {, S- O+ E7 P' [# N9 X }" x
Frame = 13;a***tion_position = 3229;sequence_Frame = 12
- }; \% | C' E( w! K- L- jFrame = 14;a***tion_position = 3438;sequence_Frame = 13) M# v( j3 e; u; N6 S
Frame = 15;a***tion_position = 3647;sequence_Frame = 14
5 p5 M: k( |- s1 dFrame = 16;a***tion_position = 3856;sequence_Frame = 15* p8 i' Y; c8 Z% u9 K( H- W
6 C8 r& h& q) g. ^, L2 n; ^Frame = 17;a***tion_position = 4065;sequence_Frame = 15
( Z$ M8 k( P; b0 [$ TFrame = 18;a***tion_position = 4274;sequence_Frame = 16
% X" t8 u1 O' I% F) \; n[] 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:
+ C4 T' l/ Y5 K2 w+ o[] 如果主手武器装备在左侧:
6 M& f! r2 S) V2 xWSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2! R! S V4 j$ c7 W! [
WSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
- S6 w) f$ ^1 l% g. b[] 如果主手武器装备在右侧:
6 i3 c! `# d( _, [5 vWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
: O8 [2 E; b0 e8 z* z: W* RWSM2 = (WSM_primary + WSM_secondary)/2& [' G1 i, W2 e- }% U
[] EIAS部分的计算:
u7 U1 n+ a' j. u' p1 Z' X4 LEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
" l [7 G: D/ |( m# u8 z* a( ?EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]( Y5 r# C9 H" k% G5 Z6 H1 M1 B2 B
[] Acceleration部分的计算:
( a# Q/ |6 A- z& D3 n% z9 u5 d# l: KAcceleration1 = 70 + SIAS + IAS1 - WSM1
u, [3 t/ u- h, y" \# n. KAcceleration2 = 70 + SIAS + IAS2 - WSM26 M- G1 T! s- X o- E$ H
[] FPA部分的计算:5 g$ R7 M9 S, U& [+ ^' p6 w$ m
FPA_1 = {256*9/[256*Acceleration1/100]} - 1# Y, ^/ D7 N% P9 v
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}6 Z2 S4 }3 n5 w$ h1 ^% o3 d! o
FPA = FPA_1 + FPA_2% w* y2 Q2 F: c
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