然后我们接着看下面的本地技能树分支,发现这里已经涵盖了所有的近战武器分支,那为什么在PTRMOD下独狼开局只有三个武器技能树分支呢?
那是因为这段代码的下面有个for 添加技能树分支的循环,用来增添随机性,这里只需要将i<3改成i<7就可以成功做到把所有近战武器的技能分支都添加进去(尽管这样来说这段循环的存在不大
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)
然后接下来可以看到PTR独狼的技能树组成除了这些技能树分支之外
还有一个特定的自定义插入的技能树
addPerksToCustomPerkTree(1, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.BagsAndBelts,
this.Const.Perks.PerkDefs.Pathfinder,
this.Const.Perks.PerkDefs.Student,
this.Const.Perks.PerkDefs.STRPhalanx,
this.Const.Perks.PerkDefs.PTRProfessional,
this.Const.Perks.PerkDefs.PTRMenacing
]
);
addPerksToCustomPerkTree(2, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.FortifiedMind,
this.Const.Perks.PerkDefs.PTRExudeConfidence,
this.Const.Perks.PerkDefs.Rotation,
this.Const.Perks.PerkDefs.STRCoverAlly,
this.Const.Perks.PerkDefs.Gifted
]
);
addPerksToCustomPerkTree(3, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.PTRBully,
this.Const.Perks.PerkDefs.PTRPatternRecognition,
this.Const.Perks.PerkDefs.PTRFormidableApproach
]
);
addPerksToCustomPerkTree(4, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.PTRWearsItWell,
this.Const.Perks.PerkDefs.PTRPersonalArmor,
this.Const.Perks.PerkDefs.PTRVigilant,
this.Const.Perks.PerkDefs.STRLineBreaker
]
);
addPerksToCustomPerkTree(5, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.LegendBattleheart,
this.Const.Perks.PerkDefs.DoubleStrike
]
);
addPerksToCustomPerkTree(6, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.PTRVigorousAssault,
this.Const.Perks.PerkDefs.PTRKnowTheirWeakness,
this.Const.Perks.PerkDefs.LegendClarity,
this.Const.Perks.PerkDefs.PTRSweepingStrikes
]
);
addPerksToCustomPerkTree(7, o.m.CustomPerkTree, [
this.Const.Perks.PerkDefs.Rebound,
this.Const.Perks.PerkDefs.PerfectFocus,
this.Const.Perks.PerkDefs.PTRManOfSteel
]
);