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好奇怎么把界左慈的一个技能改成两个技能?一直没找到,要怎么改

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好奇怎么把界左慈的一个技能改成两个技能?一直没找到,要怎么改?我甚至都能改成永久获得,但就是不会改成获得两个。


IP属地:安徽来自Android客户端1楼2020-05-23 23:25回复
    其实我也很想知道


    IP属地:福建来自Android客户端3楼2020-07-22 20:56
    回复
      左慈化身范围怎么改?


      IP属地:山西来自Android客户端4楼2021-01-07 20:40
      回复
        一次触发重复执行两遍?


        IP属地:重庆来自Android客户端5楼2021-01-08 02:20
        回复
          这个挺简单的,你加一个技能或者一个效果,受到非此技能造成的伤害后恢复相等的体力,然后再受到等量的伤害,这样子你受到的伤害就翻倍了,同时就可以获得两倍的化身,不过这样子化身出卖血将刷的牌就更多了,或者化身甘夫人淑贞就有点不太平衡


          来自Android客户端6楼2021-01-10 08:50
          回复
            大佬怎么把它改成永久的?


            IP属地:云南来自Android客户端7楼2023-01-15 14:27
            回复
              直接玩第三幻界就行了


              IP属地:福建来自Android客户端8楼2023-01-15 18:06
              回复
                左慈挺复杂 的 刚接触就想改这个的话建议去玩玩别的扩展的左慈 有能拿两个技能的


                IP属地:福建9楼2023-01-15 21:56
                回复
                  重新写一个,按原本的框架来改更复杂


                  IP属地:河北来自Android客户端10楼2023-01-22 05:41
                  回复
                    能否告诉下永久获得技能的代码怎么修改,可以有偿谢谢了


                    IP属地:江苏11楼2024-05-11 15:41
                    收起回复
                      rehuashen:{
                      audio:2,
                      unique:true,
                      direct:true,
                      content:function(){
                      "step 0"
                      _status.noclearcountdown=true;
                      event.videoId=lib.status.videoId++;
                      var cards=player.storage.rehuashen.character.slice(0);
                      var skills=[];
                      var sto=player.storage.rehuashen;
                      for(var i in player.storage.rehuashen.map){
                      skills.addArray(player.storage.rehuashen.map[i]);
                      }
                      var cond='out';
                      if(event.triggername=='phaseBegin'){
                      cond='in';
                      }
                      skills.randomSort();
                      skills.sort(function(a,b){
                      return get.skillRank(b,cond)-get.skillRank(a,cond);
                      });
                      event.aiChoice=skills[0];
                      var choice='更换技能';
                      if(event.aiChoice==player.storage.rehuashen.current2||get.skillRank(event.aiChoice,cond)<1) choice='弃置化身';
                      if(player.isOnline2()){
                      player.send(function(cards,id){
                      var dialog=ui.create.dialog('是否发动【化身】?',[cards,'character']);
                      dialog.videoId=id;
                      },cards,event.videoId);
                      }
                      event.dialog=ui.create.dialog(get.prompt('rehuashen'),[cards,'character']);
                      event.dialog.videoId=event.videoId;
                      if(!event.isMine()){
                      event.dialog.style.display='none';
                      }
                      if(event.triggername=='rehuashen') event._result={control:'更换技能'};
                      else player.chooseControl('弃置化身','更换技能','cancel2').set('ai',function(){
                      return _status.event.choice;
                      }).set('choice',choice);
                      "step 1"
                      event.control=result.control;
                      if(event.control=='cancel2'){
                      if(player.isOnline2()){
                      player.send('closeDialog',event.videoId);
                      }
                      delete _status.noclearcountdown;
                      if(!_status.noclearcountdown){
                      game.stopCountChoose();
                      }
                      event.dialog.close();
                      event.finish();return;
                      }
                      if(!event.logged){player.logSkill('rehuashen');event.logged=true}
                      var next=player.chooseButton(true).set('dialog',event.videoId);
                      if(event.control=='弃置化身'){
                      next.set('selectButton',[1,2]);
                      next.set('filterButton',function(button){
                      return button.link!=_status.event.current;
                      });
                      next.set('current',player.storage.rehuashen.current);
                      }
                      else{
                      next.set('ai',function(button){
                      return player.storage.rehuashen.map[button.link].contains(_status.event.choice)?2.5:1+Math.random();
                      });
                      next.set('choice',event.aiChoice);
                      }
                      var prompt=event.control=='弃置化身'?'选择制衡至多两张化身':'选择要切换的化身';
                      var func=function(id,prompt){
                      var dialog=get.idDialog(id);
                      if(dialog){
                      dialog.content.childNodes[0].innerHTML=prompt;
                      }
                      }
                      if(player.isOnline2()){
                      player.send(func,event.videoId,prompt);
                      }
                      else if(event.isMine()){
                      func(event.videoId,prompt);
                      }
                      "step 2"
                      if(result.bool&&event.control!='弃置化身'){
                      event.card=result.links[0];
                      var func=function(card,id){
                      var dialog=get.idDialog(id);
                      if(dialog){
                      for(var i=0;i<dialog.buttons.length;i++){
                      if(dialog.buttons[i].link==card){
                      dialog.buttons[i].classList.add('selectedx');
                      }
                      else{
                      dialog.buttons[i].classList.add('unselectable');
                      }
                      }
                      }
                      }
                      if(player.isOnline2()){
                      player.send(func,event.card,event.videoId);
                      }
                      else if(event.isMine()){
                      func(event.card,event.videoId);
                      }
                      var list=player.storage.rehuashen.map[event.card].slice(0);
                      list.push('返回');
                      player.chooseControl(list).set('choice',event.aiChoice).set('ai',function(){
                      return _status.event.choice;
                      });
                      }
                      else{
                      lib.skill.rehuashen.removeHuashen(player,result.links.slice(0));
                      lib.skill.rehuashen.addHuashens(player,result.links.length);
                      }
                      "step 3"
                      if(result.control=='返回'){
                      var func=function(id){
                      var dialog=get.idDialog(id);
                      if(dialog){
                      for(var i=0;i<dialog.buttons.length;i++){
                      dialog.buttons[i].classList.remove('selectedx');
                      dialog.buttons[i].classList.remove('unselectable');
                      }
                      }
                      }
                      if(player.isOnline2()){
                      player.send(func,event.videoId);
                      }
                      else if(event.isMine()){
                      func(event.videoId);
                      }
                      event._result={control:'更换技能'};
                      event.goto(1);
                      return;
                      }
                      if(player.isOnline2()){
                      player.send('closeDialog',event.videoId);
                      }
                      event.dialog.close();
                      delete _status.noclearcountdown;
                      if(!_status.noclearcountdown){
                      game.stopCountChoose();
                      }
                      if(event.control=='弃置化身') return;
                      if(player.storage.rehuashen.current!=event.card){
                      player.storage.rehuashen.current=event.card;
                      game.broadcastAll(function(player,sex){
                      player.sex=sex;
                      },player,lib.character[event.card][0]);
                      game.log(player,'将性别变为了','#y'+get.translation(lib.character[event.card][0])+'性');
                      player.changeGroup(lib.character[event.card][1]);
                      }
                      var link=result.control;
                      player.storage.rehuashen.current2=link;
                      if(!player.additionalSkills.rehuashen||!player.additionalSkills.rehuashen.contains(link)){
                      player.addAdditionalSkill('rehuashen',link);
                      player.flashAvatar('rehuashen',event.card);
                      game.log(player,'获得了技能','#g【'+get.translation(link)+'】');
                      player.popup(link);
                      player.syncStorage('rehuashen');
                      player.updateMarks('rehuashen');
                      }
                      },
                      init:function(player,skill){
                      if(!player.storage[skill]) player.storage[skill]={
                      character:[],
                      map:{},
                      }
                      },
                      group:'rehuashen_init',
                      trigger:{
                      player:['phaseBegin','phaseEnd','rehuashen'],
                      },
                      filter:function(event,player,name){
                      return player.storage.rehuashen&&player.storage.rehuashen.character.length>0;
                      },
                      banned:['lisu','sp_xiahoudun','xushao','zhoutai','old_zhoutai','shixie'],
                      addHuashen:function(player){
                      if(!player.storage.rehuashen) return;
                      if(!_status.characterlist){
                      lib.skill.pingjian.initList();
                      }
                      _status.characterlist.randomSort();
                      var bool=false;
                      for(var i=0;i<_status.characterlist.length;i++){
                      var name=_status.characterlist[i];
                      if(name.indexOf('zuoci')!=-1||name.indexOf('key')==0||lib.skill.rehuashen.banned.contains(name)||player.storage.rehuashen.character.contains(name)) continue;
                      var skills=lib.character[name][3];
                      for(var j=0;j<skills.length;j++){
                      var info=lib.skill[skills[j]];
                      if(info.charlotte||(info.unique&&!info.gainable)||info.juexingji||info.limited||info.zhuSkill||info.hiddenSkill||info.dutySkill) skills.splice(j--,1);
                      }
                      if(skills.length){
                      player.storage.rehuashen.character.push(name);
                      player.storage.rehuashen.map[name]=skills;
                      _status.characterlist.remove(name);
                      return name;
                      }
                      }
                      },
                      addHuashens:function(player,num){
                      var list=[];
                      for(var i=0;i<num;i++){
                      var name=lib.skill.rehuashen.addHuashen(player);
                      if(name) list.push(name);
                      }
                      if(list.length){
                      game.log(player,'获得了',get.cnNumber(list.length)+'张','#g化身')
                      lib.skill.rehuashen.drawCharacter(player,list);
                      }
                      },
                      removeHuashen:function(player,links){
                      player.storage.rehuashen.character.removeArray(links);
                      _status.characterlist.addArray(links);
                      game.log(player,'移去了',get.cnNumber(links.length)+'张','#g化身')
                      },
                      drawCharacter:function(player,list){
                      game.broadcastAll(function(player,list){
                      if(player.isUnderControl(true)){
                      var cards=[];
                      for(var i=0;i<list.length;i++){
                      var cardname='huashen_card_'+list[i];
                      lib.card[cardname]={
                      fullimage:true,
                      image:'character:'+list[i]
                      }
                      lib.translate[cardname]=get.rawName2(list[i]);
                      cards.push(game.createCard(cardname,'',''));
                      }
                      player.$draw(cards,'nobroadcast');
                      }
                      },player,list);
                      },
                      mark:true,
                      intro:{
                      onunmark:function(storage,player){
                      _status.characterlist.addArray(storage.character);
                      storage.character=[];
                      },
                      mark:function(dialog,storage,player){
                      if(storage&&storage.current) dialog.addSmall([[storage.current],'character']);
                      if(storage&&storage.current2) dialog.add('<div><div>【'+get.translation(lib.translate[storage.current2+'_ab']||get.translation(storage.current2).slice(0,2))+'】</div><div>'+get.skillInfoTranslation(storage.current2,player)+'</div></div>');
                      if(storage&&storage.character.length){
                      if(player.isUnderControl(true)){
                      dialog.addSmall([storage.character,'character']);
                      }
                      else{
                      dialog.addText('共有'+get.cnNumber(storage.character.length)+'张“化身”');
                      }
                      }
                      else{
                      return '没有化身';
                      }
                      },
                      content:function(storage,player){
                      return '共有'+get.cnNumber(storage.character.length)+'张“化身”'
                      },
                      markcount:function(storage,player){
                      if(storage&&storage.character) return storage.character.length;
                      return 0;
                      },
                      },
                      },
                      rehuashen_init:{
                      trigger:{
                      global:'phaseBefore',
                      player:'enterGame',
                      },
                      forced:true,
                      popup:false,
                      filter:function(event,player){
                      return (event.name!='phase'||game.phaseNumber==0);
                      },
                      content:function(){
                      lib.skill.rehuashen.addHuashens(player,3);
                      player.syncStorage('rehuashen');
                      player.markSkill('rehuashen');
                      var next=game.createEvent('rehuashen');
                      next.player=player;
                      next._trigger=trigger;
                      next.triggername='rehuashen';
                      next.setContent(lib.skill.rehuashen.content);
                      },
                      },


                      IP属地:江苏12楼2024-05-14 19:51
                      收起回复