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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:
, S3 ]5 M4 j+ {4 L[] 20级狂乱:SIAS=42
* h; C! f+ n% g3 ~3 H[] 幻化之刃(PB):WSM=-30;IAS=0 : ~; M+ U: p. a# N. M$ q
[] 巨神之剑(CS):WSM=10;IAS=0
. K2 d( i! t0 y! n8 W" J" E* ^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)。4 g. A7 V# Q+ [: j- R0 q# S
attackrate = 100 - Right_Hand_WSM + SIAS = 100 - (-30) + 42 = 172- v% W0 P g7 N x) \) {5 {
[] 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。
# G+ a% X Q: U4 j5 s9 G7 c, `WSM_factor = (Right_Hand_WSM + Leftt_Hand_WSM ) / 2 - Leftt_Hand_WSM = ((-30) + 10) / 2 - 10 = -206 j1 C5 { ?) i Y }, Y
[] 然后使用递缩公式将用于攻击的装备IAS折算为EIAS。- B0 A# Z) Q' Q9 `& _6 W" T$ I
EIAS = (120 * (Right_Hand_IAS + Off_weapon_IAS)) / (Right_Hand_IAS + Off_weapon_IAS + 120) = (120 * (0 + 0)) / (120 + 0) = 0
) J: i9 c0 l4 w( ^0 C3 y[] 接下来将以上的计算结果汇总到一起,开始计算a***tion_rate。" L# F0 V* T0 x, }2 b: T
a***tion_rate = EIAS + WSM_factor + attackrate - 30 = 0 + (-20) + 172 - 30 = 122
0 c& z( d" L7 K. {8 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。
# c# V$ _3 h; d* @3 W7 Q3 }4 Aa***tion_speed = (256 * a***tion_rate)/ 100 = (256 * 122) / 100 = 312
1 y: }, R2 f$ U9 @[] 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。: P5 @' _6 U# ], Z( ]' N
a***tion_position = a***tion_position + a***tion_speed
# s0 w9 ]6 s" I: D: ~' ~/ _[] 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: x, q! F( t. l5 V, i7 S' ]; H
Frame = 1;a***tion_position = 0;sequence_Frame = 0
4 `/ j8 P, K1 EFrame = 2;a***tion_position = 312;sequence_Frame = 1& F( k4 r0 e- v
Frame = 3;a***tion_position = 624;sequence_Frame = 2( T" z+ k& m5 {% [; L: }5 G+ t. y
Frame = 4;a***tion_position = 936;sequence_Frame = 39 W2 n+ T5 }; P$ m, K
[] 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
- y- |/ o8 M+ F+ ] sFrame = 6;a***tion_position = 1560;sequence_Frame = 6
- F J! V6 b+ n0 V& G* G4 m, ~! aFrame = 7;a***tion_position = 1872;sequence_Frame = 7
! K: P5 _! e0 ?6 oFrame = 8;a***tion_position = 2184;sequence_Frame = 85 [( M" s3 ^% V/ \" L
[] 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。4 L2 Z2 H+ ], |8 z# P; Q1 P
Frame = 9;a***tion_position = 2393;sequence_Frame = 9% b3 A- a/ y) L+ e
Frame = 10;a***tion_position = 2602;sequence_Frame = 10
7 C3 `( @! S4 {: Z; K2 XFrame = 11;a***tion_position = 2811;sequence_Frame = 10
6 D8 J+ U e z9 j* uFrame = 12;a***tion_position = 3020;sequence_Frame = 11
) M' o, }) m: s/ K/ N- q0 s9 X# ^Frame = 13;a***tion_position = 3229;sequence_Frame = 12$ ?) _6 m# v5 I4 D8 ]
Frame = 14;a***tion_position = 3438;sequence_Frame = 13
' O6 H6 F7 d- |$ y, H4 DFrame = 15;a***tion_position = 3647;sequence_Frame = 149 g; x- ]6 v+ E: n: j
Frame = 16;a***tion_position = 3856;sequence_Frame = 15
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& p$ K/ a7 H) Z" Q# }Frame = 17;a***tion_position = 4065;sequence_Frame = 15" Q' B/ r& F* H0 C9 R
Frame = 18;a***tion_position = 4274;sequence_Frame = 16
4 Q. J3 k2 a. t& n: r/ c6 Q[] 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:
* q4 X* N+ n$ i/ ]4 W: p[] 如果主手武器装备在左侧:1 _/ |# o& r/ u! v- j& x. ~8 q
WSM1 = WSM_primary + WSM_secondary - (WSM_primary + WSM_secondary)/2
; l0 r" F9 B. f0 K+ z! eWSM2 = 2*WSM_secondary - (WSM_primary + WSM_secondary)/2) n5 y; u) \2 T0 J% h% `# @
[] 如果主手武器装备在右侧: / @1 p) w c" H! @' E, B
WSM1 = (WSM_primary + WSM_secondary)/2 + WSM_primary - WSM_secondary% M \1 \0 E% {
WSM2 = (WSM_primary + WSM_secondary)/20 i3 _% w, h& L @
[] EIAS部分的计算:
' u7 S. p8 O6 z+ P8 d2 BEIAS1 = [120*(OIAS + IASprimary)/(120 + OIAS + IASprimary)]1 E5 ^+ ^" {9 \5 J5 j$ M
EIAS2 = [120*(OIAS + IASsecondary)/(120 + OIAS + IASsecondary)]( _; Y; M3 |1 Q! b+ R ?" Y
[] Acceleration部分的计算:
3 t! ]0 _6 V7 f9 p3 t: [Acceleration1 = 70 + SIAS + IAS1 - WSM1
# m( P( ]7 f! _Acceleration2 = 70 + SIAS + IAS2 - WSM2% \, C( u$ j4 @; M- q
[] FPA部分的计算:( e3 o7 {. T7 h8 v5 O
FPA_1 = {256*9/[256*Acceleration1/100]} - 1
4 b; z/ D+ u6 KFPA_2 = {(256*17 - fpa_1*[256*Acceleration1/100])/[256*Acceleration2/100]}9 l% W1 V( K" j0 @8 m3 E2 c: J
FPA = FPA_1 + FPA_2
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