Hyearns 发表于 2019-12-22 13:36

hhhhhhhhhhhhhhhhhhhhhhh

wolf082 发表于 2019-12-22 14:57

感谢楼主分享

Matt-SugarZ 发表于 2019-12-22 15:06

谢谢楼主分享

苦修苦休 发表于 2019-12-23 04:46

让我们看看

ryu238 发表于 2019-12-23 08:52

恭喜恭喜


Yan_Eminem 发表于 2019-12-23 09:42

如果您要查看本帖隐藏内容请回复

苦修苦休 发表于 2019-12-23 14:22

想问一下最新的升级档,可以更更新一下文件吗

tmzc8202016 发表于 2019-12-23 16:29

cccccccccccc

xuanxinhun 发表于 2019-12-23 20:12

~~~~~~~~~~~~支持下 感谢了~~!~!~!

wyllwllw 发表于 2019-12-23 22:00

斤斤计较急急急急急急急急急急急急

NaoNoaZX 发表于 2019-12-23 22:49

是只有4个兵么简单难度6个兵可以么?

15295700258 发表于 2019-12-23 22:54

动,添加个别几个被动

苦修苦休 发表于 2019-12-23 23:05

public CharacterProgression(SpecializationDef specializationDef, LevelProgressionDef levelProgression, BaseStatSheetDef baseStatSheetDef, CharacterGenerationParams generationParams = null)
                {
                        this._abilityTracks = new List<AbilityTrack>();
                        this._abilities = new List<TacticalAbilityDef>();
                        this._baseStats = new List<int>();
                        this._baseStats.Clear();
                        int num = (generationParams != null) ? generationParams.EnduranceBonus : 0;
                        this._baseStats.Add(baseStatSheetDef.Strength + num);
                        int num2 = (generationParams != null) ? generationParams.WillBonus : 0;
                        this._baseStats.Add(baseStatSheetDef.Will + num2);
                        int num3 = (generationParams != null) ? generationParams.SpeedBonus : 0;
                        this._baseStats.Add(baseStatSheetDef.Speed + num3);
                        this.BaseStatSheet = baseStatSheetDef;
                        this.SkillPoints = levelProgression.InitialSkillpoints;
                        this.LevelProgression = new LevelProgression(levelProgression, 0);
                        this.MainSpecDef = specializationDef;
                        AbilityTrack track = new AbilityTrack(specializationDef.AbilityTrack, AbilityTrackSource.PrimaryClass);
                        this.AddNewAbilityTrack(track, true);
                        IEnumerable<GameTagDef> abilityFilter = new GameTagDef;
                        int maxLevel = levelProgression.MaxLevel;
                        AbilityTrack track2 = AbilityTrack.CreatePersonalAbilityTrack(abilityFilter, maxLevel, maxLevel);
                        this.AddNewAbilityTrack(track2, false);
                        List<AbilityTrackSlot> list = new List<AbilityTrackSlot>();
                        DefRepository defRepository = GameUtl.GameComponent<DefRepository>();
                        List<string> learns = new List<string>
                        {
                                "AssaultRiflesTalent_AbilityDef",
                                "Assault_ClassProficiency_AbilityDef",
                                "Dash_AbilityDef",
                                "ExpertShooter_AbilityDef",
                                "QuickAim_AbilityDef",
                                "ExtremeFocus_AbilityDef",
                                "ExpertHeavyWeapons_AbilityDef",
                                "ExpertLightWeapons_AbilityDef",
                                "Focused_AbilityDef",
                                "DeadlyDuo_FollowUp_ShootAbilityDef",
                                "GoodShot_AbilityDef",
                                "Gunslinger_AbilityDef",
                                "Helpful_AbilityDef",
                                "Reckless_AbilityDef",
                                "Regeneration_Torso_Passive_AbilityDef",
                                "ReturnFire_AbilityDef"
                        };
                        (from itDef in defRepository.GetAllDefs<TacticalAbilityDef>()
                        where learns.Contains(itDef.name)
                        select itDef).ToList<TacticalAbilityDef>().ForEach(delegate(TacticalAbilityDef itDef)
                        {
                                this.AddAbility(itDef);
                        });
                        AbilityTrackSlot abilityTrackSlot = new AbilityTrackSlot();
                        TacticalAbilityDef ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("ElectricReinforcement_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Reckless_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("MarkedForDeath_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Rally_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("SneakAttack_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("RapidClearance_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("PsychicWard_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        this.AddNewAbilityTrack(new AbilityTrack(list.ToArray(), AbilityTrackSource.Personal), false);
                        this.Init();
                }

ala163 发表于 2019-12-24 20:20

111111111111111111

十二牙 发表于 2019-12-25 09:52

感谢分享

leonard.shen 发表于 2019-12-25 14:34

1111111111111111111111111

bcx5815284 发表于 2019-12-25 15:19

kankankankan

KDGJDKHF 发表于 2019-12-25 19:29

6666666666666

逆时针88 发表于 2019-12-25 22:33

看看啊

�༭s 发表于 2019-12-26 10:22

感谢分享

6251492110 发表于 2019-12-26 15:25

666666666666

windfox 发表于 2019-12-26 18:42

111111111111111111111111111

滴血战刀破天 发表于 2019-12-26 20:29

ddddddddddddddddddddd

gldalaohu 发表于 2019-12-26 21:24

如果您要查看本帖隐藏内容请回复

Adromolek 发表于 2019-12-26 21:42

谢谢了众多的!!!

a86858745 发表于 2019-12-27 01:48

感谢分享!!

zhangxxone 发表于 2019-12-27 23:03

谢谢                  

8368725 发表于 2019-12-28 09:45

:o:o:o:lol:lol:lol:lol

wwjgame 发表于 2019-12-28 11:24

感谢下来看看

精二郎 发表于 2019-12-28 11:38

66666666666
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查看完整版本: 基础属性小范围变动,添加个别几个被动和主动技能MOD(新开档4个兵就会出现),另附被动、主动技能添加说明