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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:$ H9 _; Q& i$ z. a
[] 20级狂乱:SIAS=42 W9 F9 J, H" y8 z
[] 幻化之刃(PB):WSM=-30;IAS=0 ; D' B! ^1 ~- M4 z
[] 巨神之剑(CS):WSM=10;IAS=0
; o; g7 n( `$ ~. P! 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: k! \# Z0 i! p
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[] 首先获取当前的attackrate,也就是StatID=68(ItemStatCost.txt)。
/ s2 m8 l8 W% b' l. h- pattackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172
7 z$ m5 c. }! M7 y9 u0 o5 T9 Z, g[] 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。
8 l# q- E# p9 {" l8 DWSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -203 S0 u, X! U. t2 i ?+ ` t7 T: A z7 _
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。: ^& b8 n/ W9 R4 s" P% m
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
: q& F0 Y+ l! E+ f! P% F# W[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。
5 v4 E7 G' @! ~3 Qa***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
% Z- q8 U+ m" V# t[] 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。
4 i B2 R/ k3 T4 f7 }a***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 3123 m( E; U2 @ B) f
[] 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。: _1 k: [" g7 ~( O$ b8 ?+ Y$ N
a***tion_position = a***tion_position + a***tion_speed
8 b/ N; _; F8 b- L$ m2 U! j4 {[] 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:6 r8 { {7 |2 ?* p
Frame = 1;a***tion_position = 0;sequence_Frame = 0
( B; h2 ~. n9 P( ~Frame = 2;a***tion_position = 312;sequence_Frame = 1- Q) v& k; o0 `7 I) v0 u
Frame = 3;a***tion_position = 624;sequence_Frame = 2
. y2 V& r [; C ~! I$ e2 J: MFrame = 4;a***tion_position = 936;sequence_Frame = 3. m! Z6 F% T4 E0 T% D( |
[] 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。1 z& M' ~4 ]& E c, Y; {) M
. V* Q5 j9 D% ~8 RFrame = 5;a***tion_position = 1248;sequence_Frame = 40 |! |& Z1 {3 T. T4 h7 g) A: {
Frame = 6;a***tion_position = 1560;sequence_Frame = 6
6 ?& C8 Z& k: u5 S! UFrame = 7;a***tion_position = 1872;sequence_Frame = 77 Q8 l2 Z U/ F
Frame = 8;a***tion_position = 2184;sequence_Frame = 83 `0 P. j7 V0 G$ B1 c' J: a
[] 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 R& i1 A. u, \
Frame = 9;a***tion_position = 2393;sequence_Frame = 90 Y7 U6 }2 z( N
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
6 y& t1 }6 s! N1 G* h4 P mFrame = 11;a***tion_position = 2811;sequence_Frame = 10$ \* L4 x9 {+ ]; Z) g" E3 T7 h9 |
Frame = 12;a***tion_position = 3020;sequence_Frame = 11
6 }' V& H1 z1 k% T% u+ K8 | @0 P# YFrame = 13;a***tion_position = 3229;sequence_Frame = 12/ T0 I9 B' J# t# G2 S9 k# |
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
0 T+ q5 U K) v' n( t' M2 C4 lFrame = 15;a***tion_position = 3647;sequence_Frame = 14
3 h, v9 N% t( W1 @: a8 vFrame = 16;a***tion_position = 3856;sequence_Frame = 159 j3 W, _8 n* }0 G
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Frame = 17;a***tion_position = 4065;sequence_Frame = 15; ~9 E1 b. Y2 n7 d: _' }0 C) }, v
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
; Q, F, c3 y# W. i[] 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:# A1 u9 H/ P; E7 x/ k+ S
[] 如果主手武器装备在左侧:3 ]# N# x! X1 i1 s
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
3 a" L8 o4 Z# `3 ]' b) BWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2
3 {8 N* k# x! x; f5 u& k, i[] 如果主手武器装备在右侧:
. ^9 R1 Q& O# e/ q. lWSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary
, [3 r3 w( x8 O2 ~5 vWSM2 = (WSM_primary + WSM_secondary)/2
& ]! Q+ J3 G. f4 O[] EIAS部分的计算:
! Y( o6 h& p, m8 M, e% |EIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]
9 i8 }3 m" g4 b/ cEIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]# H) w- r0 b' p/ S3 M, N0 c: O+ c n0 j( S
[] Acceleration部分的计算:4 y( B1 Z$ N( K- y: o5 r" H0 L
Acceleration1 = 70 + SIAS + IAS1 - WSM1: E/ V+ v+ b% s3 ^. {
Acceleration2 = 70 + SIAS + IAS2 - WSM2
@) p9 K9 P0 p4 A1 L1 [[] FPA部分的计算:% J+ h/ I" {, k' u
FPA_1 = {256*9/[256*Acceleration1/100]} - 1- ?( V3 N2 P8 \
FPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}$ `% d0 ]; C+ |: A! _5 P+ {
FPA = FPA_1 + FPA_2
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