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java.lang.NullPointerException: null
at java.io.StringReader.<init>(StringReader.java:50) ~[?:1.8.0_144]
at java.util.Scanner.<init>(Scanner.java:702) ~[?:1.8.0_144]
at com.megacrit.cardcrawl.events.RoomEventDialog.updateBodyText(RoomEventDialog.java:171) ~[?:?]
at com.megacrit.cardcrawl.events.RoomEventDialog.updateBodyText(RoomEventDialog.java:167) ~[?:?]
at com.megacrit.cardcrawl.events.beyond.SpireHeart.buttonEffect(SpireHeart.java:152) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.events.AbstractEvent.update(AbstractEvent.java:124) ~[?:?]
at com.megacrit.cardcrawl.events.beyond.SpireHeart.update(SpireHeart.java:124) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.rooms.VictoryRoom.update(VictoryRoom.java:40) ~[desktop-1.0.jar:?]
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532) ~[?:?]
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:871) ~[?:?]
this mod incompatible with Deck Tracker, causing a crash
But there is a lot of crash in game (merchants) and some cards are way too powerfull (reinforcment allow me to def each turn without playing any card after a few turn)
4.我会不定期的回来看看,如果你对我的建议有什么看法,可以直接回复我。
建议上是持续两回合,这个回合数不完全看脸,也不会使预言BUFF过强。
这种反制预言身上同时只能存在两个,参考原版机器人的球。
这样的做法对玩家的游玩时间有要求,因为需要你知道敌人的行动机制,也就是某种程度上的背板。不过我个人认为这比单纯的去数层数要有趣的多。
我在此又思考了一会儿,感觉单纯的反制未免有些单调,所以我要说之前那个说从敌人身上下手的兄弟说的有道理。
2.如果你想要营造算无遗策的感觉,我个人建议是将牌重做成,或加入有这样效果的牌:当你打出这张牌,下一个回合你将获得一张带有消耗以及虚无属性的攻击牌。并且可以与其他牌生成的同类牌连携,例如一定顺序可以得到一点力量,某张临时卡作为第一张出手牌可以给予对方一层易伤。
如果做出这样的牌,临时牌本身不能需要费用,否则会使节奏变得极为缓慢,所以属性肯定需要压低。主要是靠各种BUFF和DEBUFF以及临时卡不需要费的优势来战斗。
生成卡中攻击只能生成攻击临时卡,技能卡只能生成技能临时卡。
当然,这个流派会被时间老人吊打,所以以下的建议是给你MOD原本的玩法的。
honestly, the character is one of the most fun i've played as. a few more runs in and still only the one power shows up. i really enjoy his other powers too, it's just unfortunate that it's only the one that shows up in the shop.
adding a few more cards will go a long way toward making him work better and upping his power level will help as right now he's a bit on the weaker side of things. don't get me wrong when i talk about the character being a bit bookkeeping heavy... I ENJOY THAT A LOT!
the one thing that he is missing is a second archetype. something to play with the prediction stacks could be fun. a power that increases prediction time by 1 but gives you 3 armor or temporary health or deals damage each time predictions tick down could work. something that puts all predictions together would probably be too overpowered, but also could work.
There are 4 rare power and 1 uncommon power. Maybe you only meet the uncommon one.
There are only 40 cards now. Before I add more cards, I need to think about it carefully.
And, thanks for your supporting!
we need another card in the store and the game to stop crashing, lol. aside from that, great addition to the cast and probably one of the funnest classes.
打到心脏崩溃的话 .. 我还没打到过 = = 等会儿修修看吧。
接下来会削弱加固。无限延时伤害的话,我的初步想法是已经延时的伤害只能再次被延时一半。之后还会添加一些反伤牌以及加减预言层数的牌。
关于各种bug,能遇到的就修一下 ..由于作者实在是太菜啦 =-= 所以很可能爬不到有bug的地方 ...
这个mod才刚开始做不到一周,所以牌很少bug很多也很不平衡 .. 不过我会慢慢做得更好 ~
如果大家有更好的建议也欢迎讨论 ~ 我会认真考虑的
卡牌基本上除了起始卡牌外没有瞬时生效的卡,导致大部分情况下都是用自身血量来启动。
不过还是有缓解手段的,有一张类似缓冲的卡,不过是下两回合内受到的所有伤害都会在之后以受到攻击的形式的返还(即可用格挡缓解),但最bug的是这张卡带来的伤害可以用这张卡来抵挡,以至于你可以疯狂叠这个状态以达到完全无伤,此卡拿到基本通关。(越多越好)
玩了两把,第一把不了解特性,没过第一层。第二把一层boss成型,可惜二层拿了“棱镜"mod没有兼容性导致闪退,只好作罢。
希望作者能够多加改进,做好平衡性。
此外4D打印在有颂钵的情况下可以每回合加2生命上限,应该是bug
然后好像打不了高塔之心,大心脏会卡出来
Hoping for more cards in the future, the power curve of what exists in the current 32 cards is nicely structured. A couple of the wordings are strange in localization but I understood things within a couple of plays.
Hope to see more from this. Lots of places to go for this future sight magician.
自己减预言和敌人减预言的几率是一样的吧 .. 都是技能牌而且稀有度都是灰的的 ...
牌组强度的话, 可能确实比较弱。遗物效果是一方面可是我并不想改 .. 那预言卡的数值或许应该上调一下? 我最初想的是卡之间可以起到配合的效果, 不同回合安排好一套之后一张 自信回头 终结, 就像导演一样, 有种打出华丽收场的成就感 .. 并不想纯靠提高数值来提升牌组强度 ...