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p.s. the bug is rather silly... some ui strings are missing due to the wrong format of English UIStrings.json file, which results in a silly "NullPointerException"
1. 敏转伤
2. 荆棘
3. 缠绕
4. 敏转力(利用“追忆”得到往事)
5. 消耗(删掉“往事”,获得棱镜和树枝,再配合几个消耗的牌)
6. 利用“匆忙打击+”每次会用实际伤害替换掉基础伤害的特性(配合易伤可以指数增长)
上面几种玩法都不能没有敏捷,不然会比较难受。我个人觉得荆棘流是比较超模的。理论上还可以用两张“回忆”或者“良机”打出无限(不过这种打法会比较废鼠标)。
目前2.0.0版本已知的问题:
“试探”这张牌偶尔会卡死游戏。
删掉“往事”之后的下一次战斗如果sl了,将没法拿到奖励的遗物(这个我可能打算当作特性了