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新卡牌

pull/26/head
yjm484 1 year ago
parent
commit
04d75cc2eb
  1. 2
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 27
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DoubleSettle.cs
  3. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DoubleSettle.cs.meta
  4. 40
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireShield.cs
  5. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireShield.cs.meta
  6. 38
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_NextTurnExtraOneCost.cs
  7. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_NextTurnExtraOneCost.cs.meta
  8. 45
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  9. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs
  10. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs
  11. 8
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs
  12. 22
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  13. 3
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs
  14. 39
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs
  15. 4
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs
  16. 128
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  17. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs
  18. 24
      ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv
  19. 7
      ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv.meta

2
ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset

@ -12,4 +12,4 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d4cac7ba486f106409799af2bd4b4fc8, type: 3}
m_Name: cardDeckList
m_EditorClassIdentifier:
cardDeckList: 11270000122700001327000013270000132700001327000013270000142700001427000014270000
cardDeckList: 1327000014270000172700001c2700001e270000162700001a2700001b2700001d2700001f27000020270000222700002327000024270000252700002627000027270000292700002a2700002c27000011270000282700002d270000

27
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DoubleSettle.cs

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_DoubleSettle : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_DoubleSettle();
buff.value = value;
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_DoubleSettle.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1b75ac1b62b3d904794b446ae309170e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

40
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireShield.cs

@ -0,0 +1,40 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_FireShield : Buff
{
public override void Settle()
{
base.Settle();
}
public override void UIShow(GameObject buff, string key)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "»ð";
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
}
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override void EnemyUIShow(GameObject buff, string key, EnemyNode enemyNode)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "»ð";
buff.transform.GetChild(1).GetComponent<Text>().text = enemyNode.EnemyState.abnormalCondition[key].value.ToString();
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_FireShield();
buff.value = value;
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_FireShield.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ca5b926393e5e6a45bea1641a0358efc
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

38
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_NextTurnExtraOneCost.cs

@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_NextTurnExtraOneCost : Buff
{
public override void Settle()
{
}
public override void UIShow(GameObject buff, string key)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "ÄÜ";
buff.transform.GetChild(1).GetComponent<Text>().text = Usermanager.playerAbnormalCondition[key].value.ToString();
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override void EnemyUIShow(GameObject buff, string key, EnemyNode enemyNode)
{
buff.transform.GetChild(0).GetComponent<Text>().text = "ÄÜ";
buff.transform.GetChild(1).GetComponent<Text>().text = enemyNode.EnemyState.abnormalCondition[key].value.ToString();
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_NextTurnExtraOneCost();
buff.value = value;
return buff;
}
}

11
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_NextTurnExtraOneCost.cs.meta

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 775d43284e615c7448977279136eaf24
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

45
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs

@ -60,11 +60,52 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
Debug.Log("当前费用:" + TurnMaster.Instance.currentCost);
Debug.Log("总费用:" + Usermanager.Instance.totalCost);
if (GameManager.Instance.playerState.currentCost - cardEntity.cardOriginalData.Cost < 0)
int trueCost = cardEntity.cardOriginalData.Cost;
bool canAdv = GameManager.Instance.SyncColourCountUI();
if (canAdv)
{
string reduceCost;
if (cardEntity.cardOriginalData.AdvantageFunctionVal.TryGetValue(CardFunction.reduceCost, out reduceCost))
{
trueCost -= int.Parse(reduceCost);
MathTool.keepNature(trueCost);
}
}
if (GameManager.Instance.playerState.currentCost - trueCost < 0)
{
Debug.Log("费用不足");
cardEntity.canUse = false;
}
stepCostCheck(canAdv);
}
private void stepCostCheck(bool canAdv)
{
if (canAdv)
{
if (cardEntity.cardOriginalData.AdvantageFunctionVal.ContainsKey(CardFunction.costStep))
{
if (GameManager.Instance.playerState.currentStepRange< int.Parse(cardEntity.cardOriginalData.AdvantageFunctionVal[CardFunction.costStep]))
{
Debug.Log("²½Êý²»×ã");
cardEntity.canUse = false;
}
}
}
else
{
if (cardEntity.cardOriginalData.FunctionVal.ContainsKey(CardFunction.costStep))
{
if (GameManager.Instance.playerState.currentStepRange < int.Parse(cardEntity.cardOriginalData.FunctionVal[CardFunction.costStep]))
{
Debug.Log("²½Êý²»×ã");
cardEntity.canUse = false;
}
}
}
}
private void disArmCheck()
@ -373,7 +414,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
}
dyeing();
Debug.Log(eventData.pointerCurrentRaycast.gameObject.name);
//Debug.Log(eventData.pointerCurrentRaycast.gameObject.name);
if (eventData.pointerCurrentRaycast.gameObject.name == "TotalPanel")
{
follow = false;

2
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -19,7 +19,7 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
private void OnEnable()
{
cardOriginalDataList = ReadExcel("Assets/data/card_data_1.csv");
cardOriginalDataList = ReadExcel("Assets/data/card_data_2.csv");
categorizeCardsByRarity();

9
ColorlessWorld-2024-4-2/Assets/Scripts/Card/TurnMaster.cs

@ -156,6 +156,15 @@ public class TurnMaster : Singleton<TurnMaster>
//totalCost = Usermanager.Instance.totalCost;
//currentCost = totalCost;
GameManager.Instance.playerState.currentCost = GameManager.Instance.playerState.maxCost;
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.nextTurnExtraOneCost))
{
Usermanager.playerAbnormalCondition[AbnormalCondition.nextTurnExtraOneCost].value--;
if (Usermanager.playerAbnormalCondition[AbnormalCondition.nextTurnExtraOneCost].value <= 0)
{
Usermanager.playerAbnormalCondition.Remove(AbnormalCondition.nextTurnExtraOneCost);
}
GameManager.Instance.playerState.currentCost++;
}
if (!Usermanager.Instance.FirmJudge())
{
Usermanager.Instance.Shield = 0;

8
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -56,8 +56,14 @@ public class AbnormalCondition : Singleton<AbnormalCondition>
public const string boomAndPollute = "31";
//ÉÁλ
public const string flashPoint = "106";
//火盾
public const string fireShield = "32";
//结算两次
public const string doubleSettle = "35";
//下回合能量+1
public const string nextTurnExtraOneCost = "36";
public static readonly List<string> canNegativeNumberList = new List<string> { angerUpperDamage, shieldUpperValue, addDrawCard };
public static readonly List<string> playBuffList = new List<string> { angerUpperDamage, shieldUpperValue, firm, addDrawCard, upSpeed , immunity };
public static readonly List<string> playBuffList = new List<string> { angerUpperDamage, shieldUpperValue, firm, addDrawCard, upSpeed , immunity, fireShield, doubleSettle, nextTurnExtraOneCost };
}

22
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -54,5 +54,27 @@ public class CardFunction
public const string fireSeed = "25";
//²øÈÆ
public const string banStep = "26";
//消耗友方地块回复血量
public const string consumePlayerNodesForHealth = "27";
//消耗友方地块回复血量(双倍效果)
public const string consumePlayerNodesForDoubleHealth = "28";
//增加或者减少移动力
public const string step = "29";
//获得友方地块数/n的能量点
public const string nodesForCost = "30";
//火盾
public const string fireShield = "32";
//费用-n
public const string reduceCost = "33";
//染色周围一圈
public const string dyeingAround = "34";
//下一张牌结算两次
public const string doubleSettle = "35";
//下回合能量+1
public const string nextTurnExtraOneCost = "36";
//消耗移动力
public const string costStep = "37";
//结算两次
public const string settleAgain = "38";
}

3
ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs

@ -34,6 +34,9 @@ public class BuffDataManager : Singleton<BuffDataManager>
abnormalCondition.Add("29", new Buff_Immunity());
abnormalCondition.Add("30", new Buff_Boom());
abnormalCondition.Add("31", new Buff_BoomAndPollute());
abnormalCondition.Add("32", new Buff_FireShield());
abnormalCondition.Add("35", new Buff_DoubleSettle());
abnormalCondition.Add("36", new Buff_NextTurnExtraOneCost());
//abnormalCondition.Add("101", new Buff_UpperAnger());
//abnormalCondition.Add("102", new Buff_UpperShield());

39
ColorlessWorld-2024-4-2/Assets/Scripts/manager/DestructionManager.cs

@ -36,7 +36,9 @@ public class DestructionManager : Singleton<DestructionManager>
MapUnityManager.Instance.castPool.Clear();
yield return StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
yield return StartCoroutine(settleStage1(cardOriginalData, influencePreviewPool, cardIndex));
}
@ -45,5 +47,40 @@ public class DestructionManager : Singleton<DestructionManager>
yield return StartCoroutine(destoryAndUseCard(target, cardOriginalData, influencePreviewPool, cardIndex));
}
public IEnumerator settleStage1(CardOriginalData cardOriginalData, HashSet<MapUnity> influencePreviewPool, int cardIndex)
{
yield return StartCoroutine(settleStage2(cardOriginalData, influencePreviewPool, cardIndex));
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.doubleSettle))
{
Usermanager.playerAbnormalCondition[AbnormalCondition.doubleSettle].value--;
if (Usermanager.playerAbnormalCondition[AbnormalCondition.doubleSettle].value <= 0)
{
Usermanager.playerAbnormalCondition.Remove(AbnormalCondition.doubleSettle);
}
yield return StartCoroutine(settleStage2(cardOriginalData, influencePreviewPool, cardIndex));
}
}
public IEnumerator settleStage2(CardOriginalData cardOriginalData, HashSet<MapUnity> influencePreviewPool, int cardIndex)
{
yield return StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
bool canAdv = GameManager.Instance.SyncColourCountUI();
if (canAdv)
{
if (cardOriginalData.AdvantageFunctionVal.ContainsKey(CardFunction.settleAgain))
{
yield return StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
}
}
else
{
if (cardOriginalData.FunctionVal.ContainsKey(CardFunction.settleAgain))
{
yield return StartCoroutine(SettlementManager.Instance.settle(cardOriginalData, influencePreviewPool, cardIndex));
}
}
}
}

4
ColorlessWorld-2024-4-2/Assets/Scripts/manager/MapUnityManager.cs

@ -59,13 +59,13 @@ public class MapUnityManager : Singleton<MapUnityManager>
}
}
//castPool=MathTool.RemoveDuplicates(castPool);
Debug.Log("去除前数量是" + castPool.Count);
//Debug.Log("去除前数量是" + castPool.Count);
MapUnity playerOnNode = GameManager.Instance.playerOn.transform.GetComponent<MapUnity>();
getNodeTools.checkListPass(castPool,playerOnNode);
//castPool.Distinct().ToList();
//getNodeTools.checkListPass(castPool);
//±éÀúÓ°Ïì³Ø±äÉ«
Debug.Log("数量是" + castPool.Count);
//Debug.Log("数量是" + castPool.Count);
foreach (MapUnity mapUnity in castPool)
{
mapUnity.influenced = true;

128
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -1,6 +1,7 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor.VersionControl;
using UnityEngine;
using UnityEngine.Playables;
@ -31,6 +32,63 @@ public class SettlementManager : Singleton<SettlementManager>
influencePreviewPool[i].whoColour = MapUnity.WhoColour.playerColour;
}
}
private void dyeingAroundWork(List<MapUnity> influencePreviewPool)
{
HashSet<MapUnity> influencePreviewPoolSet = new HashSet<MapUnity>(influencePreviewPool);
getNodeTools.getCircleNode(influencePreviewPoolSet, 1);
List<MapUnity> targetNodes = new List<MapUnity>(influencePreviewPoolSet);
dyeingWork(targetNodes);
}
private void nodesForCostWork(List<MapUnity> influencePreviewPool, int val)
{
int nodeCount=getNodeTools.getAllPlayerNodes().Count;
GameManager.Instance.playerState.currentCost += nodeCount/val;
}
private void consumePlayerNodesForHealthWork(List<MapUnity> influencePreviewPool)
{
int successNodeCount = 0;
for (int i = 0; i < influencePreviewPool.Count; i++)
{
if(influencePreviewPool[i].whoColour == MapUnity.WhoColour.playerColour)
{
successNodeCount++;
influencePreviewPool[i].whoColour= MapUnity.WhoColour.noneColour;
}
}
Usermanager.Instance.recoverHp(successNodeCount);
}
private void consumePlayerNodesForDoubleHealthWork(List<MapUnity> influencePreviewPool)
{
int successNodeCount = 0;
for (int i = 0; i < influencePreviewPool.Count; i++)
{
if (influencePreviewPool[i].whoColour == MapUnity.WhoColour.playerColour)
{
successNodeCount++;
influencePreviewPool[i].whoColour = MapUnity.WhoColour.noneColour;
}
}
Usermanager.Instance.recoverHp(successNodeCount*2);
}
private void currentStepChange(int val)
{
if (val > 0)
{
GameManager.Instance.playerState.currentStepRange += val;
}
else if (val < 0)
{
int trueStep = GameManager.Instance.playerState.currentStepRange - val;
MathTool.keepNature(trueStep);
GameManager.Instance.playerState.currentStepRange = trueStep;
}
}
private void damageWork(int damageVal, List<MapUnity> influencePreviewPool)
{
for (int i = 0; i < influencePreviewPool.Count; i++)
@ -45,20 +103,46 @@ public class SettlementManager : Singleton<SettlementManager>
public IEnumerator settle(CardOriginalData cardOriginalData, HashSet<MapUnity> influencePreviewPoolSet, int cardIndex)
{
CardOriginalDataList.Instance.GetCardRewards(3);
List<MapUnity> influencePreviewPool=new List<MapUnity>(influencePreviewPoolSet);
Dictionary<string, string> trueFunctionVal = new Dictionary<string, string>();
bool canAdv = GameManager.Instance.SyncColourCountUI();
GameManager.Instance.playerState.currentCost -= cardOriginalData.Cost;
if (canAdv)
{
int trueCost = cardOriginalData.Cost;
string reduceCost;
if (cardOriginalData.AdvantageFunctionVal.TryGetValue(CardFunction.reduceCost, out reduceCost))
{
trueCost-=int.Parse(reduceCost);
MathTool.keepNature(trueCost);
}
trueFunctionVal.AddRange(cardOriginalData.AdvantageFunctionVal);
GameManager.Instance.playerState.currentCost -= trueCost;
}
else
{
GameManager.Instance.playerState.currentCost -= cardOriginalData.Cost;
trueFunctionVal.AddRange(cardOriginalData.FunctionVal);
}
//ÆúÅÆ²»ÄÜÏȽáËã
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
switch (kvp.Key)
{
case CardFunction.drawCard:
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banDrawCard))
{
}
else
{
TurnMaster.Instance.drawCards(int.Parse(kvp.Value));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
}
break;
}
}
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
switch (kvp.Key)
@ -83,14 +167,33 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.thorn:
case CardFunction.fireSeed:
case CardFunction.vulnerable:
case CardFunction.banStep:
abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool);
break;
case CardFunction.step:
currentStepChange(int.Parse(kvp.Value));
break;
case CardFunction.costStep:
currentStepChange(-int.Parse(kvp.Value));
break;
case CardFunction.costRestore:
GameManager.Instance.playerState.currentCost += int.Parse(kvp.Value);
break;
case CardFunction.nodesForCost:
nodesForCostWork(influencePreviewPool, int.Parse(kvp.Value));
break;
case CardFunction.dyeing:
dyeingWork(influencePreviewPool);
break;
case CardFunction.dyeingAround:
dyeingAroundWork(influencePreviewPool);
break;
case CardFunction.consumePlayerNodesForHealth:
consumePlayerNodesForHealthWork(influencePreviewPool);
break;
case CardFunction.consumePlayerNodesForDoubleHealth:
consumePlayerNodesForDoubleHealthWork(influencePreviewPool);
break;
case CardFunction.ember:
case CardFunction.enhanceShield:
case CardFunction.firm:
@ -98,7 +201,9 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.banDrawCard:
case CardFunction.upSpeed:
case CardFunction.downSpeed:
case CardFunction.banStep:
case CardFunction.fireShield:
case CardFunction.doubleSettle:
case CardFunction.nextTurnExtraOneCost:
Usermanager.Instance.SufferPlayerAbnormalCondition(kvp.Key, int.Parse(kvp.Value));
break;
case CardFunction.discard:
@ -121,24 +226,7 @@ public class SettlementManager : Singleton<SettlementManager>
}
}
//ÆúÅÆ²»ÄÜÏȽáËã
foreach (KeyValuePair<string, string> kvp in trueFunctionVal)
{
switch (kvp.Key)
{
case CardFunction.drawCard:
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.banDrawCard))
{
}
else
{
TurnMaster.Instance.drawCards(int.Parse(kvp.Value));
yield return StartCoroutine(TurnMaster.Instance.MoveCards());
}
break;
}
}
GameManager.Instance.SyncColourCountUI();
}

12
ColorlessWorld-2024-4-2/Assets/Scripts/manager/Usermanager.cs

@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@ -163,6 +164,13 @@ public class Usermanager : Singleton<Usermanager>
}
}
public void recoverHp(int val)
{
float recoverHp=val+ GameManager.Instance.playerState.currentHP;
float trueHp = Math.Min(recoverHp, GameManager.Instance.playerState.maxHP);
GameManager.Instance.playerState.currentHP = trueHp;
}
public void SufferPlayerAbnormalCondition(string condition, int value)
{
if (immunityCal(condition,value))
@ -436,6 +444,10 @@ public class Usermanager : Singleton<Usermanager>
thornCal(enemyNode);
}
bleedCal();
if (playerAbnormalCondition.ContainsKey(AbnormalCondition.fireShield)&& enemyNode != null)
{
enemyNode.sufferAbnormalCondition(AbnormalCondition.fireSeed, 2);
}
int trueDamage = SufferDamageCalculation(damage);
if (trueDamage > shield)
{

24
ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv

@ -0,0 +1,24 @@
ID,名称,费用,稀有度,功能,数值,施法范围,作用范围,消耗,优势功能,数值,卡牌类型,优势描述,图片路径
10003,拔刀斩,1,2,1,7,1,2,0,1;25,7;3,1,,PlayerIcon
10004,燕返,3,2,1;14,13;0,1,4_1,0,1;38;14,13;1;0,1,,PlayerIcon
10007,绳缚术,2,2,26,1,3,7_2,0,26;19,1;1,2,,PlayerIcon
10012,汲火刃,0,1,1;22,4;1,0,6_3,0,1;22,4;1,1,,PlayerIcon
10014,快手,1,2,20,1,0,0,1,20,1,1,,PlayerIcon
10006,火焰回复,1,3,27,0,8,7_2,1,28,0,2,,PlayerIcon
10010,装填,0,2,11,1,0,0,1,11;29,1;2,2,,PlayerIcon
10011,岩浆汲取,1,1,30,10,0,0,0,30,7,2,,PlayerIcon
10013,火遁,2,2,2,12,0,0,0,32;2,2;12,2,,PlayerIcon
10015,夺刃,2,2,7,1,1,1,1,7;33,1;1,2,,PlayerIcon
10016,愤怒,1,3,23;16,1;3,0,0,1,23;16,1;3,3,,PlayerIcon
10018,踏浪,1,1,29,2,0,0,0,29,2,2,,PlayerIcon
10019,必杀剑·夜刃,3,3,29;34,0;0,3,1,0,29;34;33,0;0;1,1,,PlayerIcon
10020,绝斩,1,1,1;29,13;-2,1,1,0,1;29,13;-2,1,,PlayerIcon
10021,飞焰,1,1,14,0,2,4_2,0,14,0,2,,PlayerIcon
10022,盾立,1,1,2;12,7;1,0,0,0,2;12,7;1,2,,PlayerIcon
10023,抽丝,1,1,1;12,10;1,4,1,0,1;12,10;1,1,,PlayerIcon
10025,机关伞,3,1,1;2,10;15,0,6_3,0,1;2,10;15,2,,PlayerIcon
10026,残影,1,1,12;2,2;6,0,0,0,12;2,2;6,2,,PlayerIcon
10028,凿击,1,1,6,1,0,0,0,1;6,5;1,1,,PlayerIcon
10001,纳刀,1,3,35,1,0,0,0,35;33,0;1,1,,PlayerIcon
10024,刀背击打,1,1,1;36,8;1,1,1,0,1;36,8;1,1,,PlayerIcon
10029,断腿,0,2,37;11,3;1,1,1,0,37;11,3;1,2,,PlayerIcon
1 ID 名称 费用 稀有度 功能 数值 施法范围 作用范围 消耗 优势功能 数值 卡牌类型 优势描述 图片路径
2 10003 拔刀斩 1 2 1 7 1 2 0 1;25 7;3 1 PlayerIcon
3 10004 燕返 3 2 1;14 13;0 1 4_1 0 1;38;14 13;1;0 1 PlayerIcon
4 10007 绳缚术 2 2 26 1 3 7_2 0 26;19 1;1 2 PlayerIcon
5 10012 汲火刃 0 1 1;22 4;1 0 6_3 0 1;22 4;1 1 PlayerIcon
6 10014 快手 1 2 20 1 0 0 1 20 1 1 PlayerIcon
7 10006 火焰回复 1 3 27 0 8 7_2 1 28 0 2 PlayerIcon
8 10010 装填 0 2 11 1 0 0 1 11;29 1;2 2 PlayerIcon
9 10011 岩浆汲取 1 1 30 10 0 0 0 30 7 2 PlayerIcon
10 10013 火遁 2 2 2 12 0 0 0 32;2 2;12 2 PlayerIcon
11 10015 夺刃 2 2 7 1 1 1 1 7;33 1;1 2 PlayerIcon
12 10016 愤怒 1 3 23;16 1;3 0 0 1 23;16 1;3 3 PlayerIcon
13 10018 踏浪 1 1 29 2 0 0 0 29 2 2 PlayerIcon
14 10019 必杀剑·夜刃 3 3 29;34 0;0 3 1 0 29;34;33 0;0;1 1 PlayerIcon
15 10020 绝斩 1 1 1;29 13;-2 1 1 0 1;29 13;-2 1 PlayerIcon
16 10021 飞焰 1 1 14 0 2 4_2 0 14 0 2 PlayerIcon
17 10022 盾立 1 1 2;12 7;1 0 0 0 2;12 7;1 2 PlayerIcon
18 10023 抽丝 1 1 1;12 10;1 4 1 0 1;12 10;1 1 PlayerIcon
19 10025 机关伞 3 1 1;2 10;15 0 6_3 0 1;2 10;15 2 PlayerIcon
20 10026 残影 1 1 12;2 2;6 0 0 0 12;2 2;6 2 PlayerIcon
21 10028 凿击 1 1 6 1 0 0 0 1;6 5;1 1 PlayerIcon
22 10001 纳刀 1 3 35 1 0 0 0 35;33 0;1 1 PlayerIcon
23 10024 刀背击打 1 1 1;36 8;1 1 1 0 1;36 8;1 1 PlayerIcon
24 10029 断腿 0 2 37;11 3;1 1 1 0 37;11 3;1 2 PlayerIcon

7
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