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at actions.FANXING_a.yellowAction.update(yellowAction.java:45)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:179)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
额外的过牌和篝火效果应该会在两天后加上。
描述问题马上改,把一些关键字删了之后,总会漏一些没改QAQ,
遗物不给予能量时最近改东西不小心出了点问题,强度问题会在改bug的时候一起考虑的。
鏖灭卡牌我玩起来也感觉难受用不上,这个也会改的
过牌这方面在做了,会暂时再加上五张,不过得过两天才能整完
第二段的:你每打出三张刻印牌,获得一点能量。实际上效果不生效
而且生效了也不够强,建议改成:你每打出三张刻印牌,就在回合开始时获得一点能量(至多两点)
这个爱莉的费用压力和过牌压力也太大了,不是变成鸡煲pro max(能力爽局)就是变成小鸡煲(暴毙小红)
感觉这种加费卡几乎没有的角色可以适当减少些刻印牌或技能牌的费用,特别是鏖灭的,最好加个受伤几后次后减费用,不然根本出不来几张的同时收益不大(无文本bug的情况)
还有过牌,我头一次见常驻抽牌卡低于5张的mod角色,合起来也才五张左右
在反馈几个文本bug
螺旋第二幕的实际触发条件和buff描述是武器技,但能力牌上写的是蓄力技
鏖灭三无的消耗不生效
鏖灭三命的每次受伤增加伤害,实际是敌方受到伤害
打出救世 制约的圣器后,两个形态均不生效且没有任何后续效果
at powers.AOMIE_p.MadPower.updateDescription(MadPower.java:45)
at powers.AOMIE_p.MadPower.<init>(MadPower.java:40)
at cards.Etched.AOMIE.Mad.use(Mad.java:36)
at com.megacrit.cardcrawl.characters.AbstractPlayer.useCard(AbstractPlayer.java:1698)
at com.megacrit.cardcrawl.actions.GameActionManager.getNextAction(GameActionManager.java:359)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:175)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
强化效果是初始就获得3层的buff
幕终和逐火之证的问题已经改掉了。初始卡组删了1张打击1张防御。
其次是刻印,设计初衷是想让玩家多抓牌,根据抽到的牌来临时指定策略。所以卡组庞大是必然的,这个应该不会改了。不过拿刻印这块确实难受,后续会加一些事件和药水来更方便地拿刻印。有一些缺某张牌就玩不了的刻印类型后续也会去调整。
可能也会再加一个篝火效果,来让玩家拿到想要的刻印牌。
其次就是这刻印,真是玩的我梦回中秋有点相思了,机器人好歹有个散热片,这里只能慢慢一回合一回合搓刻印,要自己开就算了,开局还是个14卡卡组,拿点刻印动辄上20,整个卡组会变得比隔壁鸡煲还笨重(
我再玩会再作结论(
Cause:
java.lang.ArithmeticException: / by zero
at com.megacrit.cardcrawl.events.beyond.SpireHeart.buttonEffect(SpireHeart.java:164)
at com.megacrit.cardcrawl.events.AbstractEvent.update(AbstractEvent.java:124)
at com.megacrit.cardcrawl.events.beyond.SpireHeart.update(SpireHeart.java:124)
at com.megacrit.cardcrawl.rooms.VictoryRoom.update(VictoryRoom.java:40)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)
java.lang.ArrayIndexOutOfBoundsException: 1
at powers.XVGUANG_p.Tear.updateDescription(Tear.java:54)
at powers.XVGUANG_p.Tear.<init>(Tear.java:49)
at cards.Etched.XVGUANG.Exhale.use(Exhale.java:36)
at com.megacrit.cardcrawl.characters.AbstractPlayer.useCard(AbstractPlayer.java:1698)
at com.megacrit.cardcrawl.actions.GameActionManager.getNextAction(GameActionManager.java:359)
at com.megacrit.cardcrawl.actions.GameActionManager.update(GameActionManager.java:175)
at com.megacrit.cardcrawl.rooms.AbstractRoom.update(AbstractRoom.java:325)
at com.megacrit.cardcrawl.dungeons.AbstractDungeon.update(AbstractDungeon.java:2532)
at com.megacrit.cardcrawl.core.CardCrawlGame.update(CardCrawlGame.java:876)
at com.megacrit.cardcrawl.core.CardCrawlGame.render(CardCrawlGame.java:423)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:225)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:126)