时间若倒退 发表于 2019-12-9 20:39

[更新v4]分享两个Assembly-CSharp,一个所有新兵全被动,另一个原版单独改固定7最佳随机技能,附技能表

本帖最后由 时间若倒退 于 2019-12-29 10:47 编辑

*千万记得要备份一下原文件* 1.0.54518版本的,其他版慎用,代码放不下放在4楼了,其他版需要的自己复制
*太长不看版使用方法*:全被动版是使用后新出现的兵都会有,敌我通用,所以刷出兵后要换回原版的文件才能保证敌人没有。用法是先用你原来的游戏新建,或存档中途加入都可以,装上这个文件后按~控制台give_soldier刷出新的全被动士兵后换回你原来用的版本就完成了,属性技能士兵全部都会保留。
另一个原版单独固定7最佳随机技能版直接替换即可,可一直用,只改了随机技能和可开启控制台。

原版玩了很多遍,能随机到的技能就那么几个,干脆整理出了能随机到的最佳的7个固定住了,做了个单独的版本,只有控制台+固定7最佳随机技能
初次玩还是建议用论坛里那个单独3随机技能改成7随机版,随机几次体验一下,这是二周目用的,只省了刷随机的过程,想当原版玩的自己就限制自己只能点3个就是纯原版了
7个技能:1重武器专精30%伤害,2狙击专精25%伤害,3散弹专精20%伤害,4无畏30%伤害-20%准确,5医疗兵2意志,6远视10感知2意志,7橄榄球手2速
一二级无所谓先后,反正都得2级才有技能点;散弹3级时做不出;无畏-准确,狙击命中要5级,突击要等级贴脸;意志和速是点满后才会点的放在最后

刷士兵的控制台give_soldier抄这个帖子
https://bbs.blacksheepgame.com/thread-5978199-1-1.html
控制台开启方法
https://bbs.blacksheepgame.com/thread-5976935-1-1.html
大佬的mod笔记,本贴全部内容都是抄自此贴大佬教程做的成品
https://bbs.blacksheepgame.com/thread-5977651-1-1.html
新兵初始全被动文件改动了控制台,固定随机技能,无消耗学技能,无消耗学属性,属性上限这几个地方。
这个文件生效是出现在创建士兵的时候。

若装上这个新建游戏,保存后退出来,再把这个文件换回原版,
进游戏后只有初始的4个兵外加基地雷达那个圈范围内其他殖民地的第一个能招兵会是全被动版,因为这些人也是开局的同时就创建的,
把他们招掉后再刷新出来的人就会是后来覆盖回的原版人,圈外的殖民地招的也都是普通人。

全被动版的7个随机技能位置放的是1渗透职业被动+25隐蔽,2神枪手0ap2意志直接射击,3+30%伤害-20%命中,4潜行常驻+100%伤害,5范围免疫心控恐慌,6自己用2ap全队+1ap,7工程师职业被动,点上就会多两卸炮台重装炮台的占动作条的无用技能
默认只加了3个主动,心控,10格100范围伤害的心爆,还有个0ap5感知直接得到2ap的另版猛冲

teach 技能名,是战场里添加技能的控制台,一次性使用,不会保存,需要鼠标指着一个士兵使用此命令。
技能表如下,还是抄自mod笔记,添加的方法抄自mod笔记里34楼的大佬,没标注的基本都是怪物技能,不要用,缺失动画会游戏卡死。
teach AcidImmunity_DamageMultiplierAbilityDef;酸免疫
teach AcidResistant_DamageMultiplierAbilityDef;酸减半
teach AcidwormExplode_AbilityDef;主动3格自爆酸伤害
teach AdrenalineRush_AbilityDef,肾上腺素冲击,狂战大招,主动0ap/5意志,所有动作只消耗1ap,包括攻击,但不能使用耗意志技能
teach AreaStun_AbilityDef;践踏冲击,主动自身10格范围
teach Armadillo_Die_AbilityDef
teach Armadillo_EvacuateMountedActorsAbilityDef
teach ArmadilloHulk_DieAbilityDef
teach ArmourBreak_AbilityDef:狂战主动技·破甲,下次攻击带50碎甲
teach Assault_ClassProficiency_AbilityDef;突击训练,允许突击步枪和散弹
teach AssaultRiflesTalent_AbilityDef;突击步枪精通+10%准确
teach Bash_WithWhateverYouCan_AbilityDef
teach BashStrike_AbilityDef
teach Basic_Die_AbilityDef
teach Berserker_ClassProficiency_AbilityDef;狂战训练,允许近战手枪
teach BigBooms_AbilityDef:主动技·漫天轰炸
teach BioChemist_AbilityDef:被动技能,子弹带病毒+1
teach BloodLust_AbilityDef:狂战被动掉血加速度伤害
teach BodySlam_AbilityDef;主动,身体冲撞,根据负重决定伤害
teach Brainiac_AbilityDef;远视者,意志+2感知+10
teach Brawler_AbilityDef;好斗者,近战和猛击+50%伤害
teach Cautious_AbilityDef;好奇者,+20%准确-10%伤害
teach Chiron_BashStrike_AbilityDef
teach Chiron_Die_AbilityDef
teach Chiron_EnterPlay_AbilityDef
teach Chiron_EnterStabilityStance_AbilityDef
teach Chiron_ExitStabilityStance_AbilityDef
teach Chiron_Strike_AbilityDef
teach ChironJumpOneFloor_AbilityDef
teach CloseQuarters_AbilityDef;狂战被动近身闪避,10格内受伤减少25%
teach CloseQuartersSpecialist_AbilityDef:霰弹枪和近战武器精通伤害+20%
teach Crabman_Die_AbilityDef
teach Crabman_EnterPlayAbilityDef
teach Crafty_AbilityDef:搭载武器精通,范围、伤害+20%
teach Dash_AbilityDef;猛冲,突击主动0ap4意志移动2ap的距离
teach DeadlyDuo_FollowUp_ShootAbilityDef;致命连击,主动,进行2次连击准度翻倍,无消耗版
teach DeadlyDuo_ShootAbilityDef;致命连击,主动,3ap进行2次连击准度翻倍
teach Decoy_AbilityDef;渗透主动部署诱饵
teach Decoy_Die_AbilityDef
teach DefaultDieAbilityDef
teach DeployDrone_ShootAbilityDef;主动部署蜘蛛
teach DeployDronePack_ShootAbilityDef;蜘蛛增加到3格个
teach DeployInjectorBomb1_AbilityDef;主动部署炮台
teach DeployInjectorBomb2_AbilityDef
teach DeployInjectorBomb3_AbilityDef
teach DeployInjectorBomb4_AbilityDef
teach DeployLaserTurret_AbilityDef
teach DeployPRCRTurret_AbilityDef
teach DeployShield_AbilityDef;部署盾牌不要用
teach DeployTurret_AbilityDef
teach DeployTurret_PlayAnimation_AbilityDef
teach Devoted_AbilityDef;忠诚,意志+2
teach DoublePerception_AbilityDef:感知翻倍
teach DropItem_AbilityDef
teach EagleEye_AbilityDef:感知翻倍
teach EagleEyed_AbilityDef:感知+25%
teach Egg_HatchAcidWorm_MorphIntoActorAbilityDef;主动生成酸虫
teach Egg_HatchFireWorm_MorphIntoActorAbilityDef;主动生成火虫
teach Egg_HatchPoisonWorm_MorphIntoActorAbilityDef;主动生成毒虫
teach EggFacehugger_Die_AbilityDef
teach EggFacehugger_HatchFacehugger_MorphIntoActorAbilityDef;孵化心控虫
teach EggFacehugger_HulkDieAbilityDef
teach EggFacehugger_StartPreparing_AbilityDef
teach EggFacehugger_Surveillance_AbilityDef;主动3格近距离探测
teach ElectricKick_AbilityDef;腿部变异的主动电动踢
teach ElectricReinforcement_AbilityDef;主动电护甲,0/6消耗所有队友+20护甲1回合
teach ElectricTentacleAttack_AbilityDef;触手变异主动攻击麻痹
teach EndTurn_AbilityDef
teach EnhancedVision_AbilityDef:装备被动·夜视
teach EnterVehicle_AbilityDef
teach EnterVehicle_Instant_AbilityDef
teach Exalted_Die_AbilityDef
teach Exalted_InducePanic_AbilityDef;引起恐慌,主动,0/2消耗若目标意志低于本人则恐慌,教会领袖圣尊版
teach Exalted_MindControl_AbilityDef;心灵受控,心灵控制,教会领袖圣尊版
teach Exalted_MindCrush_AbilityDef;心灵冲击,主动,0/6,自身10格范围100伤害,教会领袖圣尊版
teach Exalted_MistBreather_AbilityDef;吸入迷雾,主动2/0,教会领袖圣尊版
teach Exalted_PsychicScream_AbilityDef,心灵尖啸,教会领袖圣尊版
teach Exalted_ReleaseControl_AbilityDef
teach ExaltedInteractWithYuggothian_AbilityDef
teach ExitMission_AbilityDef
teach ExitVehicle_AbilityDef
teach ExitVehicle_Instant_AbilityDef
teach ExpertHealer_AbilityDef;医疗专家,治疗+50%
teach ExpertHeavyWeapons_AbilityDef;重武器专家,重武器伤害+20%
teach ExpertLightWeapons_AbilityDef;轻武器专家,步枪手枪伤害+20%
teach ExpertMelee_AbilityDef;近战专家+25%伤害
teach ExpertMountedWeapons_AbilityDef;搭载武器+20%范围
teach ExpertPacker_AbilityDef;背包+25%
teach ExpertRunner_AbilityDef,专业跑者,速度+2
teach ExpertShooter_AbilityDef:射击准度+20
teach ExpertThrower_AbilityDef;投掷范围+50%
teach ExplodingBarrel_StructuralTargetDieAbilityDef
teach ExtraMove_AbilityDef;猛冲,主动0/5消耗,非正常版,效果是为自身恢复2点AP
teach ExtremeFocus_AbilityDef:警戒少消耗一点移动力
teach Facehugger_Die_AbilityDef
teach Facehugger_MindControl_AbilityDef;抱面虫心灵控制主动0/0
teach FallNoSupport_AbilityDef
teach FastUse_AbilityDef医疗包,兴奋剂和机械臂的行动点数减少1点
teach FieldMedic_AbilityDef;野战医疗,主动1/2,需要机械臂,医疗全身+10血甲,恢复肢体
teach FireImmunity_DamageMultiplierAbilityDef;火免疫
teach FireResistant_DamageMultiplierAbilityDef;火减半
teach FireVulnerability_DamageMultiplierAbilityDef;易燃debuff被动受到双倍火伤
teach FirewormEgg_Die_AbilityDef
teach FirewormEgg_HulkDieAbilityDef
teach FirewormEgg_StartPreparing_AbilityDef
teach FirewormEgg_Surveillance_AbilityDef
teach FirewormEnterPlay_AbilityDef
teach FirewormExplode_AbilityDef
teach FirewormFallNoSupport_AbilityDef
teach Fishman_ClassProficiency_AbilityDef
teach Fishman_Die_AbilityDef
teach Fishman_EnterPlay_AbilityDef
teach Fishman_HumanWeaponsProficiency_AbilityDef
teach Fishman_Regeneration_Passive_AbilityDef;鱼人版每回合恢复10生命
teach Fishman_SpawnMist_AbilityDef
teach Fishman_UpperArms_Strike_AbilityDef
teach Fishman_UpperArms_Strike_ShootAbilityDef
teach FlameThrower_ShootAbilityDef;喷射火焰主动2/0
teach Focused_AbilityDef:狙击手,狙击步枪伤害+25%,意志-4
teach FrenzySelfDamageAbilityDef
teach GoodShot_AbilityDef:突击步枪伤害,准度+20%
teach GooImmunity_AbilityDef:免疫黏液
teach GooSpit_ShootAbilityDef;粘液流主动1/0
teach GrenadeSpam_ShootAbilityDef;手雷猛投,手雷+50范围直到回合结束
teach GrenadeSpam_ShootAbilityFollowUpDef;手雷猛投,手雷+50范围直到回合结束
teach GrenadesTalent_AbilityDef;手雷专精范围+10%
teach Gunslinger_AbilityDef:神枪手,主动0/2,立即使用精通武器射击一次
teach GymRat_AbilityDef:力量+2
teach Handgun_ShootAbilityDef
teach HandgunsTalent_AbilityDef;手枪精通准度+10%
teach Heavy_ClassProficiency_AbilityDef,重武器训练,允许重武器搭载武器喷漆背包
teach HeavyLifter_AbilityDef:负重x2
teach HeavyWeaponsTalent_AbilityDef;重武器精通+10%准确
teach Helpful_AbilityDef;医疗兵,治疗加成50%,意志+2
teach Humanoid_HighJump_AbilityDef;跳跃,能跳跃1格高度,被动
teach Idle_AbilityDef
teach IgnorePain_AbilityDef:狂战被动·无视疼痛,损坏部位依然可用,免疫恐慌精神控制
teach InducePanic_AbilityDef:牧师主动·造成恐慌
teach Infiltrator_ClassProficiency_AbilityDef;渗透者训练,允许十字弩蜘蛛雷,基础隐蔽值+25%
teach InjectorBomb_Die_AbilityDef
teach Inspire_AbilityDef:装甲兵被动·激励每次击杀队友精神+1
teach InteractWithObject_AbilityDef
teach InteractWithYuggothian_AbilityDef
teach Inventory_AbilityDef
teach InventoryVehicle_AbilityDef
teach JetJump_AbilityDef;喷射背包物品技能,主动3/2移动20格
teach LaunchAcidWorm_ShootAbilityDef
teach LaunchFireWorm_ShootAbilityDef
teach LaunchGoo_ShootAbilityDef
teach LaunchGrenade_ShootAbilityDef
teach LaunchMissiles_ShootAbilityDef
teach LaunchMortar_ShootAbilityDef
teach LaunchPoisonWorm_ShootAbilityDef
teach LaunchRocket_ShootAbilityDef;发射导弹能力,导弹架物品技能
teach MachineEntity_ClassProficiencyAbilityDef:是机器,对生物效果毒心灵眩晕之类免疫
teach ManualControl_AbilityDef;手动控制炮台主动1/3
teach MarkedForDeath_AbilityDef;死亡标记主动0/4目标收到伤害+50%此回合
teach MasterMarksman_AbilityDef;10格没有敌人准度增加50%
teach Medkit_AbilityDef;医疗包物品
teach MeleeReturnFire_WithBashAbility_AbilityDef;触手反击
teach MeleeReturnFire_WithShootAbility_AbilityDef;近战反击,自动攻击进入近战内以及还击
teach MeleeWeaponTalent_AbilityDef;近战精通伤害+10%
teach MindCrush_AbilityDef;心灵冲击0/6主动
teach MindSense_AbilityDef:定位15格以内的有机敌人
teach MistBreather_AbilityDef;吸入迷雾
teach MistLaunch_ShootAbilityDef;主动发射迷雾炸弹3/0
teach MistRepeller_AbilityDef;吸入迷雾
teach MotionDetection_AbilityDef:装备被动·移动探测·定位敌人
teach MountedWeaponTalent_AbilityDef;搭载武器精通+10%准度
teach Move_AbilityDef
teach Move3x3_AbilityDef
teach Move5x5_AbilityDef
teach Mutog_CanLeap_AbilityDef
teach Mutog_ControlledByPriest_AbilityDef
teach Mutog_Devour_AbilityDef
teach Mutog_Die_AbilityDef
teach Mutog_EnterPlay_AbilityDef
teach Mutog_HeadAttack_AbilityDef
teach Mutog_HeadBash_AbilityDef
teach Mutog_HeadBash_BashAbilityDef
teach Mutog_Leap_AbilityDef
teach Mutog_LeftPawBash_AbilityDef
teach Mutog_PlayBerserkAnimation_AbilityDef
teach Mutog_PlayDevourAnimation_AbilityDef
teach Mutog_PrimalInstinct_AbilityDef;原始本能,教会战车变异犬被动,杀敌回复2ap,和突击大招叠加,不能放在随机技能里
teach Mutog_Ram_AbilityDef
teach Mutog_Regeneration_AbilityDef;教会战车变异犬恢复被动,每回合恢复10点血
teach Mutog_RightPawBash_AbilityDef
teach Mutog_TailBash_AbilityDef
teach Mutog_TailBash_BashAbilityDef
teach Mutog_TailSlice_AbilityDef
teach Mutog_TailSlice_BashAbilityDef
teach Mutog_TongueLash_AbilityDef
teach OpenCrate_AbilityDef
teach Overwatch_AbilityDef
teach OverwatchFocus_AbilityDef
teach PainChameleon_AbilityDef:应激反应,不可用,受到伤害会消失隐藏
teach PDWTalent_AbilityDef:单兵自卫武器精通,准度+10%
teach Pitcher_AbilityDef;橄榄球手,手雷范围+50%速度+2
teach PlayActionAnimation_AbilityDef
teach PlaySeedsAnimation_AbilityDef
teach PoisonImmunity_DamageMultiplierAbilityDef:毒免疫
teach PoisonResistant_DamageMultiplierAbilityDef
teach PoisonwormExplode_AbilityDef
teach Priest_ClassProficiency_AbilityDef;牧师训练允许病毒武器
teach Priest_InstilFrenzy_AbilityDef;灌输狂热,主动1/5,20格队友+50%移动免疫恐慌2回合
teach Priest_MindControl_AbilityDef;牧师职业技能心灵控制,主动消耗目标意志点数控制敌人
teach Priest_PsychicScream_AbilityDef;心灵尖啸,主动3/4,8格减少意志
teach PsychicImmunity_DamageMultiplierAbilityDef;灵能免疫
teach PsychicResistant_DamageMultiplierAbilityDef
teach PsychicWard_AbilityDef;10格内队友免疫灵能和恐慌
teach Queen_BashStrike_AbilityDef
teach Queen_CanLeap_AbilityDef
teach Queen_Die_AbilityDef
teach Queen_Die_Belcher_AbilityDef
teach Queen_EnterPlay_AbilityDef
teach Queen_GunsFire_ShootAbilityDef
teach Queen_IdleAbilityDef
teach Queen_InstilFrenzy_AbilityDef
teach Queen_Leap_AbilityDef
teach Queen_SpawnFacehugger_AbilityDef
teach Queen_SpawnMist_AbilityDef
teach Queen_StartPreparing_AbilityDef
teach Queen_Strike_AbilityDef
teach QuickAim_AbilityDef;快速瞄准主动0/3,下次精通武器射击-1ap+25准确
teach RadiantHope_AbilityDef;希望之光,回合开始时7范围队友恢复2意志
teach RageBurst_ShootAbilityDef;愤怒爆发,射完子弹
teach Rally_AbilityDef;集结部队2/4,主动所有队友+1ap
teach RapidClearance_AbilityDef:突击主动·迅速清除杀敌恢复2ap
teach ReadyForAction_AbilityDef;准备行动,装弹和物品栏不消耗ap
teach Reckless_AbilityDef:伤害+30%准度-20%
teach RecoverWill_AbilityDef
teach RecruitIntoPhoenix_AbilityDef
teach Regeneration_Torso_Passive_AbilityDef:再生技能每回合恢复10血
teach ReleaseControl_AbilityDef
teach Reload_AbilityDef
teach ReloadTurret_AbilityDef
teach RemoteDeployment_AbilityDef;投掷部署炮台只消耗1ap
teach ResourceCrate_DieAbilityDef
teach Resourceful_AbilityDef;聪明人负重+25,力量+2
teach RestrictedMovement_AbilityDef
teach RetrieveTurret_AbilityDef
teach ReturnFire_AbilityDef;远程还击
teach ReturnFire_WithInactiveWeapon_AbilityDef
teach Scarab_Die_AbilityDef
teach Scarab_EvacuateMountedActorsAbilityDef
teach ScarabHulk_DieAbilityDef
teach SelfDefenseSpecialist_AbilityDef;自卫专家,防卫武器伤害+20,聆听范围+10
teach SenseLocate_AbilityDef:定位12格以内的敌人
teach Sentinel_Die_AbilityDef
teach Sentinel_StartPreparing_AbilityDef
teach SentinelHatching_MassHatch_AbilityDef
teach SentinelHatching_Surveillance_AbilityDef
teach SentinelMist_SpawnMist_AbilityDef
teach SentinelMist_Surveillance_AbilityDef
teach SentinelTerror_Surveillance_AbilityDef
teach SentinelTerror_TelepathicAttack_AbilityDef
teach SentryTurret_Die_AbilityDef
teach ShootPoisonSpike_ShootAbilityDef;发射毒刺主动3/0
teach ShotgunTalent_AbilityDef;散弹精通+10%准度
teach SilencedWeaponTalent_AbilityDef;消音武器准度+10%
teach SilentEcho_AbilityDef;所有武器消音
teach Siren_EnterPlay_AbilityDef
teach Siren_Injecting_BashStrike_AbilityDef
teach Siren_Injecting_Strike_AbilityDef
teach Siren_InstilFrenzy_AbilityDef
teach Siren_PsychicScream_AbilityDef
teach Siren_Slashing_BashStrike_AbilityDef
teach Siren_SlashingStrike_AbilityDef
teach Siren_SpitAcid_AbilityDef
teach SneakAttack_AbilityDef;偷袭伤害+100%
teach Sniper_ClassProficiency_AbilityDef;狙击训练,允许狙击和手枪
teach SniperTalent_AbilityDef;狙击准度+10%
teach Soldier_Die_AbilityDef
teach SonicBlast_ShootAbilityDef;声波冲击,主动
teach SonicImmunity_DamageMultiplierAbilityDef;眩晕免疫
teach SonicResistance_DamageMultiplierAbilityDef
teach Sow_AbilityDef
teach SpawningPoolCrabman_HulkDie_AbilityDef
teach SpiderDroneEnterPlay_AbilityDef
teach SpiderDroneExplode_AbilityDef
teach SpiderDroneFallNoSupport_AbilityDef
teach SpitPoison_ShootAbilityDef
teach StandBy_AbilityDef
teach Stealth_AbilityDef;潜行状态
teach StealthSpecialist_AbilityDef;潜行专家,隐蔽值+25%,被动
teach Stimpack_AbilityDef;兴奋剂物品
teach StomperLegs_EnterStabilityStance_AbilityDef;变异腿主动,稳定,1/0,不能移动准确+20%
teach StomperLegs_ExitStabilityStance_AbilityDef
teach StomperLegs_Stomp_AbilityDef;变异腿技能践踏
teach Strength_PassiveModifierAbilityDef
teach Strike_ShootAbilityDef
teach Strongman_AbilityDef:被动·大力士重武器伤害+30%,感知-10
teach StructuralTarget_StructuralTargetDieAbilityDef
teach Structure_ClassProficiencyAbilityDef;是建筑物,免疫所有毒火灵能之类debuff
teach StunStatusImmunity_AbilityDef;眩晕免疫
teach SurpriseAttack_AbilityDef;奇袭,背后攻击3倍冲击
teach SwarmerEgg_Die_AbilityDef
teach SwarmerEgg_HatchSwarmer_MorphIntoActorAbilityDef
teach SwarmerEgg_HulkDieAbilityDef
teach SwarmerEgg_StartPreparing_AbilityDef
teach SwarmerEgg_Surveillance_AbilityDef
teach SY_Aspida_Die_AbilityDef
teach SY_Aspida_EvacuateMountedActorsAbilityDef
teach SY_AspidaBashStrike_AbilityDef
teach SY_AspidaHulk_DieAbilityDef
teach SY_AspidaStrike_ShootAbilityDef
teach SY_FullRestoration_AbilityDef
teach Technician_ClassProficiency_AbilityDef;工程兵训练,可用炮台自卫机械臂
teach TechnicianBashStrike_AbilityDef
teach TechnicianHeal_AbilityDef;工程兵治疗,使用1充能治疗120,需要机械臂
teach TechnicianPowerSurge_ShootAbilityDef;近战电击全身30伤害,需要机械臂
teach TechnicianRemoveFacehugger_AbilityDef;移除心控虫,需要机械臂
teach TechnicianRepair_AbilityDef;维修120,需要机械臂
teach TechnicianRestoreBodyPart_AbilityDef
teach TechnicianStrike_ShootAbilityDef
teach TechTurret_Die_AbilityDef
teach TestActionAnimation_AbilityDef
teach Thief_AbilityDef;盗贼,隐蔽+25%,速度-2,被动
teach ThrowGrenade_ShootAbilityDef;手雷物品
teach ThrowLaserTurret_AbilityDef
teach ThrowPRCRTurret_AbilityDef
teach ThrowTurret_AbilityDef
teach TotalClearance_ShootAbilityDef;其他版迅速清除,主动0/5杀敌回2ap
teach TotalClearance_ShootAbilityFollowUpDef;其他版迅速清除,主动0/0杀敌回2ap
teach TurretCombo_ShootAbilityDef;炮台连击,主动,射击时所有炮台会向目标射击
teach UnusableLeftHand_AbilityDef
teach UnusableRightHand_AbilityDef
teach UseAttachedEquipment_AbilityDef
teach Vanish_AbilityDef:主动·隐身
teach VehicleRam_AbilityDef
teach VirophageMedkit_AbilityDef;噬病毒医疗包物品
teach VirusImmunity_DamageMultiplierAbilityDef;病毒免疫
teach VirusResistant_DamageMultiplierAbilityDef
teach WarCry_AbilityDef;战吼主动0/3,10范围减意志
teach WeakSpot_AbilityDef:狙击被动·弱点(在部位损坏时移除此部位护甲)
teach Weapon_ShootAbilityDef
teach Yuggothian_HulkDie_AbilityDef
teach Yuggothian_InducePanic_AbilityDef
teach Yuggothian_Shields_AbilityDef
teach Yuggothian_StatusAttack_AbilityDef
teach Yuggothian_StatusDefence_AbilityDef
teach Zombified_ClassProficiencyAbilityDef;僵尸版免疫病毒

附一个超好用的控制台命令,visit_all_px_bases,显示所有凤凰基地所在地

V4是新兵全被动最后更新版,guding7zuijiasuiji是单独原版只改了随机技能固定出7个能随机出的最佳随机技能。
1.0.54518版本的,其他版慎用版本更新后应该是不能直接用了的,主楼满了写不下,代码塞4楼去了,给后来版本的人复制粘贴用,方法去看大佬mod笔记










a2687879 发表于 2019-12-9 20:47

需要开新档吗?还是新招募的士兵都可以?

z988234 发表于 2019-12-9 20:49

感謝樓主 樓主一生平安

时间若倒退 发表于 2019-12-9 20:50

本帖最后由 时间若倒退 于 2019-12-26 20:12 编辑

给其他版本的人自己改固定技能的代码
搜CharacterProgression,一般往下翻第一个.ctor应该就是这个,然后右键编辑方法,从头到尾都复制进去
7固定技能版,技能见主楼

using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Base.Core;
using Base.Defs;
using Base.Serialization.General;
using PhoenixPoint.Common.Entities.GameTags;
using PhoenixPoint.Common.Entities.GameTagsTypes;
using PhoenixPoint.Geoscape.Core;
using PhoenixPoint.Tactical.Entities.Abilities;

namespace PhoenixPoint.Common.Entities.Characters
{
        // Token: 0x02000EEB RID: 3819
       
        public partial class CharacterProgression
        {
                // Token: 0x060062DC RID: 25308 RVA: 0x001982CC File Offset: 0x001964CC
                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>();
                        AbilityTrackSlot abilityTrackSlot = new AbilityTrackSlot();
                        TacticalAbilityDef ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Strongman_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Focused_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("CloseQuartersSpecialist_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("Helpful_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Brainiac_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Pitcher_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        this.AddNewAbilityTrack(new AbilityTrack(list.ToArray(), AbilityTrackSource.Personal), false);
                        this.Init();
                }
        }
}

全被动版代码,详情看主楼
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using Base.Core;
using Base.Defs;
using Base.Serialization.General;
using PhoenixPoint.Common.Entities.GameTags;
using PhoenixPoint.Common.Entities.GameTagsTypes;
using PhoenixPoint.Geoscape.Core;
using PhoenixPoint.Tactical.Entities.Abilities;

namespace PhoenixPoint.Common.Entities.Characters
{
        // Token: 0x02000EEB RID: 3819
       
        public partial class CharacterProgression
        {
                // Token: 0x060062DC RID: 25308 RVA: 0x001982DC File Offset: 0x001964DC
                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>
                        {
                                "AcidImmunity_DamageMultiplierAbilityDef",
                                "AssaultRiflesTalent_AbilityDef",
                                "Assault_ClassProficiency_AbilityDef",
                                "Berserker_ClassProficiency_AbilityDef",
                                "BioChemist_AbilityDef",
                                "BloodLust_AbilityDef",
                                "Brainiac_AbilityDef",
                                "Brawler_AbilityDef",
                                "Cautious_AbilityDef",
                                "CloseQuarters_AbilityDef",
                                "CloseQuartersSpecialist_AbilityDef",
                                "Crafty_AbilityDef",
                                "Devoted_AbilityDef",
                                "DoublePerception_AbilityDef",
                                "DeployDronePack_ShootAbilityDef",
                                "EagleEye_AbilityDef",
                                "EagleEyed_AbilityDef",
                                "EnhancedVision_AbilityDef",
                                "ExpertHealer_AbilityDef",
                                "ExpertHeavyWeapons_AbilityDef",
                                "ExpertLightWeapons_AbilityDef",
                                "ExpertMelee_AbilityDef",
                                "ExpertMountedWeapons_AbilityDef",
                                "ExpertPacker_AbilityDef",
                                "ExpertRunner_AbilityDef",
                                "ExpertShooter_AbilityDef",
                                "ExpertThrower_AbilityDef",
                                "ExtraMove_AbilityDef",
                                "ExtremeFocus_AbilityDef",
                                "FastUse_AbilityDef",
                                "FireImmunity_DamageMultiplierAbilityDef",
                                "Fishman_Regeneration_Passive_AbilityDef",
                                "Focused_AbilityDef",
                                "GoodShot_AbilityDef",
                                "GooImmunity_AbilityDef",
                                "GrenadesTalent_AbilityDef",
                                "GymRat_AbilityDef",
                                "HandgunsTalent_AbilityDef",
                                "Heavy_ClassProficiency_AbilityDef",
                                "HeavyLifter_AbilityDef",
                                "HeavyWeaponsTalent_AbilityDef",
                                "Helpful_AbilityDef",
                                "Humanoid_HighJump_AbilityDef",
                                "IgnorePain_AbilityDef",
                                "Inspire_AbilityDef",
                                "MasterMarksman_AbilityDef",
                                "MeleeReturnFire_WithShootAbility_AbilityDef",
                                "MeleeWeaponTalent_AbilityDef",
                                "MindSense_AbilityDef",
                                "MotionDetection_AbilityDef",
                                "MountedWeaponTalent_AbilityDef",
                                "Mutog_PrimalInstinct_AbilityDef",
                                "Mutog_Regeneration_AbilityDef",
                                "PDWTalent_AbilityDef",
                                "Pitcher_AbilityDef",
                                "PoisonImmunity_DamageMultiplierAbilityDef",
                                "Priest_ClassProficiency_AbilityDef",
                                "Priest_MindControl_AbilityDef",
                                "PsychicImmunity_DamageMultiplierAbilityDef",
                                "RadiantHope_AbilityDef",
                                "ReadyForAction_AbilityDef",
                                "Regeneration_Torso_Passive_AbilityDef",
                                "RemoteDeployment_AbilityDef",
                                "Resourceful_AbilityDef",
                                "ReturnFire_AbilityDef",
                                "SelfDefenseSpecialist_AbilityDef",
                                "SenseLocate_AbilityDef",
                                "ShotgunTalent_AbilityDef",
                                "SilencedWeaponTalent_AbilityDef",
                                "SilentEcho_AbilityDef",
                                "Sniper_ClassProficiency_AbilityDef",
                                "SniperTalent_AbilityDef",
                                "SonicImmunity_DamageMultiplierAbilityDef",
                                "StealthSpecialist_AbilityDef",
                                "StunStatusImmunity_AbilityDef",
                                "Strongman_AbilityDef",
                                "SurpriseAttack_AbilityDef",
                                "Thief_AbilityDef",
                                "VirusImmunity_DamageMultiplierAbilityDef",
                                "WeakSpot_AbilityDef",
                                "MindCrush_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("Infiltrator_ClassProficiency_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        abilityTrackSlot = new AbilityTrackSlot();
                        ability = defRepository.GetAllDefs<TacticalAbilityDef>().FirstOrDefault((TacticalAbilityDef itDef) => itDef.name.StartsWith("Gunslinger_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("SneakAttack_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);
                        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("Technician_ClassProficiency_AbilityDef", StringComparison.OrdinalIgnoreCase));
                        abilityTrackSlot.Ability = ability;
                        list.Add(abilityTrackSlot);
                        this.AddNewAbilityTrack(new AbilityTrack(list.ToArray(), AbilityTrackSource.Personal), false);
                        this.Init();
                }
        }
}

魔邓肯 发表于 2019-12-9 20:58

这个好{:3_121:}

我也来研究下分配哪几个随机技能更好玩

a2687879 发表于 2019-12-9 21:12

本帖最后由 a2687879 于 2019-12-10 20:21 编辑

我刚刚发现,他会导致任务中遇到的带名字的人类敌人也是全属性。四个遇到三个都是。任务中遇到的,还没测试袭击其他阵营会不会如此

好了,只要用楼主文件刷士兵,保存,换回原版正常文件就好

克拉克001 发表于 2019-12-9 21:40

厉害了我的哥

唯迷影 发表于 2019-12-9 22:27

有人试过了吗?怎么样

a2687879 发表于 2019-12-9 22:39

唯迷影 发表于 2019-12-9 22:27
有人试过了吗?怎么样

可以。但是人类敌人也会有影响。如果不喜欢敌人也一堆能力,可以招募人之前使用楼主的文件替换,但是保留原游戏备份,招募到满能力人物后保存,替换回原本的文件。
另外,能力太多,会挡住一些技能描述(不过影响不打,就是不好看)

时间若倒退 发表于 2019-12-9 22:58

a2687879 发表于 2019-12-9 20:47
需要开新档吗?还是新招募的士兵都可以?

在刷新出新士兵的时候才有效,这游戏的士兵是提前刷新好放在那的
简而言之,如果你不愿开新档,装上后需要先把营地里现有的那个旧版本兵招了,然后再刷出来的才是新改过的
或者跑到你还没探索过的新地图开地图,开出的新殖民地里也是刷的新的
但这玩意是敌我通用,挂着这个文件的时候不要和人族打,刷完了兵加完了属性技能覆盖回正常版的就没有问题了

其实不愿开新档的话也可以用控制台一个一个技能的加,技能都写上面了

魔邓肯 发表于 2019-12-9 23:06

时间若倒退 发表于 2019-12-9 22:58
在刷新出新士兵的时候才有效,这游戏的士兵是提前刷新好放在那的
简而言之,如果你不愿开新档,装上后需 ...

楼主我复制你的代码改的文件可以发出来吗:lol

时间若倒退 发表于 2019-12-9 23:12

a2687879 发表于 2019-12-9 21:12
我刚刚发现,他会导致任务中遇到的带名字的人类敌人也是全属性。四个遇到三个都是。任务中遇到的,还没测试 ...

不要一只挂着这个文件,我上面说了用这个开局后保存游戏,换回原版或者7随机技能再玩,加过的属性会保留,技能也会保留,只会有4个初始人物+周围几个殖民地现有的第一个人物有全技能,之后刷出来的就会全是后来换回原版文件的原版人。

这个魔改本身就是分享一个抄好的作业,全技能进战场里点开属性就能看到,每个技能是做什么的有什么用一目了然,不想要哪个就删哪个,还有随机7技能也固定住了,超简单就能自己随便改变7个随机技能成想要的,这个是魔改完全体不能无脑用的,一定要按照自己的喜好调整难度调整技能组合才有意思

时间若倒退 发表于 2019-12-9 23:17

魔邓肯 发表于 2019-12-9 23:06
楼主我复制你的代码改的文件可以发出来吗

这里面没有任何代码是我的,全部都是抄来的作业,如有雷同算我抄你

qweytr_1 发表于 2019-12-10 02:29

求认真看笔记
笔记里给了解决方案,更好的选择是人物选第二职业时候加被动

另外我这里使用Exalted_MindCrush_AbilityDef会卡死,不清楚是不是我哪里改错了

(其实12#发列表的也是我)

时间若倒退 发表于 2019-12-10 09:48

qweytr_1 发表于 2019-12-10 02:29
求认真看笔记
笔记里给了解决方案,更好的选择是人物选第二职业时候加被动



那个是假的,MindCrush_AbilityDef才是真的,技能表里有一堆技能都是假的不能用,假的特征基本就是前缀带Exalted、Extra之类的,还有Dash_AbilityDef才是突击的猛冲,点上这个突击的猛冲技能才会点亮,ExtraMove_AbilityDef这个猛冲也是假的,加上后突击的猛冲不会点亮

sylvia0522 发表于 2019-12-10 10:30

感謝樓主 樓主一生平安

yuxiang1111 发表于 2019-12-10 10:51

本帖最后由 yuxiang1111 于 2019-12-10 11:05 编辑

很用心,感谢楼主

qweytr_1 发表于 2019-12-10 12:16

时间若倒退 发表于 2019-12-10 09:48
那个是假的,MindCrush_AbilityDef才是真的,技能表里有一堆技能都是假的不能用,假的特征基本就是前缀带 ...

假的猛冲比真的好用
你看看ap点数就知道了

我经常用 teach ext 撤离无战斗力人员

qweytr_1 发表于 2019-12-10 12:24

时间若倒退 发表于 2019-12-10 09:48
那个是假的,MindCrush_AbilityDef才是真的,技能表里有一堆技能都是假的不能用,假的特征基本就是前缀带 ...

另外,我怀疑那些造成游戏卡死的技能并非假技能,可能是士兵缺失相应动画导致的游戏卡死(技能说士兵要执行一个动画,士兵表示自己不知道这个动画,于是卡死)
说假技能太绝对了

时间若倒退 发表于 2019-12-10 15:03

qweytr_1 发表于 2019-12-10 12:24
另外,我怀疑那些造成游戏卡死的技能并非假技能,可能是士兵缺失相应动画导致的游戏卡死(技能说士兵要执 ...

好吧我不该用假的这个词,总之这些技能都不是凤凰士兵的,我测试过那个章鱼人的被动,受到攻击会隐身消失觉得加给士兵会很有意思,但结果是受到伤害后直接游戏卡在界面上了,不管是缺少了什么,总之我得到结论就是这种玩意最好别碰,谁都不希望自己的游戏玩到一半崩了,于是我把不稳定的东西一律标上了危险警告,所以我的用词过分了。
我觉得魔改最重要的地方在于,把游戏变成适合自己的模式来提高游戏性,既不应该是无脑强又不要被制作组强行喂shi,像什么要死命刷3个随机技能,这种强行喂shi要玩家花费大量的时间浪费在SL上的行为必须干掉,但魔改成闪电侠一键核平这样反倒是会削弱游戏性的,把自己变肉,再用最高难度把敌人也变肉,对我来说这样互相强互相摩擦才更爽。个人观点本身就是推荐每个人应该自己给自己调整,找到对自己来说游戏性最高的设置,站在客观的角度来说不存在绝对的好坏,甚至于一个人今年的喜好和明年的喜好就可能会截然相反,你不可能同时满足所有人,只有自己动手。
我主要是想分享这个测试了一下午的技能列表的,这个全被动的文件是测试的副产物,就顺手发上来了,有了这些基础的东西,其他人再DIY就可以省很多很多功夫了。

xdzhub 发表于 2019-12-10 16:53

试了一次控制台 teach出来的技能 等战斗结束 会消失。。怎么解决?

ltcszk 发表于 2019-12-10 19:33

AddSecondaryClass
技能加在第二职业里就ai就不会获得这些技能,这个方法只有UI交互一个引用

mssaf 发表于 2019-12-10 19:57

1111111111111111111

wjjz599 发表于 2019-12-10 20:01

66666666666666666666666666

f459009942 发表于 2019-12-10 20:03

感谢!!!!!!

1085269519 发表于 2019-12-10 20:11

{:3_121:}

yaoji0729 发表于 2019-12-10 20:20

热热饭打发

liuyanggp 发表于 2019-12-10 20:26

我的~~~~~~~~~

nethunter 发表于 2019-12-10 20:31

11111111111111111111111111111

wang7083716 发表于 2019-12-10 20:34

zzzzzzzzzzzzzzz
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查看完整版本: [更新v4]分享两个Assembly-CSharp,一个所有新兵全被动,另一个原版单独改固定7最佳随机技能,附技能表