diff --git a/ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset b/ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset index f059fa8e..6efd2153 100644 --- a/ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset +++ b/ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset @@ -13,10 +13,10 @@ MonoBehaviour: m_Name: cardDeckList m_EditorClassIdentifier: cardDeckList: - - 1005 - - 1005 - - 1005 - - 1005 - - 1005 - - 1005 - - 1005 + - 2008 + - 2017 + - 2032 + - 2004 + - 2005 + - 2006 + diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs index 0b39e7ee..777aac7f 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs @@ -3,6 +3,7 @@ using System.Collections; using System.Collections.Generic; using System.Data; using System.Linq; +using System.Text; using System.Text.RegularExpressions; using Unity.VisualScripting; using UnityEngine; @@ -190,7 +191,7 @@ public class CardEntity : MonoBehaviour cardOriginalData = CardOriginalDataList.Instance.existEffectCardOriginalDataList[cardId]; settleForStart(SettlementManager.settleTurn); createEffectCardUI(needTrueFun); - //createCardDescription(); + createCardDescription(); createCardName(); //createCardCost(); //createCardImage(); @@ -1025,141 +1026,15 @@ public class CardEntity : MonoBehaviour } //获取卡牌描述 - /*public void createCardDescription() + public void createCardDescription() { StringBuilder sb = new StringBuilder(); - foreach (KeyValuePair kvp in cardOriginalData.FunctionVal) - { - switch (kvp.Key) - { - case CardFunction.cardDamage: - sb.Append("造成" + kvp.Value + "点伤害;"); - if (cardOriginalData.PierceNum!=-1) - { - sb.Append("穿透:" + cardOriginalData.PierceNum + ";"); - } - break; - case CardFunction.cardShield: - sb.Append("获得" + kvp.Value + "点护盾;"); - break; - case CardFunction.posion: - sb.Append("施加" + kvp.Value + "层中毒;"); - break; - case CardFunction.fireSeed: - sb.Append("施加" + kvp.Value + "层火种;"); - break; - case CardFunction.vulnerable: - sb.Append("施加" + kvp.Value + "层易伤;"); - break; - case CardFunction.weak: - sb.Append("施加" + kvp.Value + "层虚弱;"); - break; - case CardFunction.coma: - sb.Append("施加" + kvp.Value + "层昏迷;"); - break; - case CardFunction.disarm: - sb.Append("施加" + kvp.Value + "层缴械;"); - break; - case CardFunction.sleep: - sb.Append("施加" + kvp.Value + "层睡眠;"); - break; - case CardFunction.bleed: - sb.Append("施加" + kvp.Value + "层流血;"); - break; - case CardFunction.thorn: - sb.Append("获得" + kvp.Value + "层荆棘;"); - break; - case CardFunction.ember: - sb.Append("获得" + kvp.Value + "层怒火;"); - break; - case CardFunction.upSpeed: - sb.Append("获得" + kvp.Value + "层加速;"); - break; - case CardFunction.downSpeed: - sb.Append("获得" + kvp.Value + "层减速;"); - break; - case CardFunction.enhanceShield: - sb.Append("获得" + kvp.Value + "层坚固;"); - break; - case CardFunction.immunity: - sb.Append("获得" + kvp.Value + "层魔抗;"); - break; - case CardFunction.recoverHp: - sb.Append("恢复" + kvp.Value + "点血量;"); - break; - case CardFunction.extraDrawCardsNum: - sb.Append("下回合多抽" + kvp.Value + "张牌;"); - break; - case CardFunction.teleport: - sb.Append("瞬移到目标格子;"); - break; - case CardFunction.clearAllAbnormalConditons: - sb.Append("清除所有异常状态;"); - break; - case CardFunction.firm: - sb.Append("获得强固;"); - break; - case CardFunction.costRestore: - sb.Append("获得" + kvp.Value + "点能量;"); - break; - case CardFunction.drawCard: - sb.Append("抽" + kvp.Value + "张牌;"); - break; - case CardFunction.discard: - sb.Append("弃" + kvp.Value + "张牌;"); - break; - case CardFunction.nodeDiffDamage: - sb.Append("造成场地差伤害;"); - break; - case CardFunction.dyeing: - sb.Append("染色;"); - break; - case CardFunction.consumePlayerNodesForHealth: - sb.Append("消耗范围内的友方格子,恢复消耗数量的血量;"); - break; - case CardFunction.costStep: - sb.Append("消耗"+ kvp.Value+ "点移动力;"); - break; - case CardFunction.nextTurnExtraOneCost: - sb.Append("下回合额外回复一点能量;"); - break; - case CardFunction.fireShield: - sb.Append("获得" + kvp.Value + "层火盾;"); - break; - case CardFunction.banStep: - sb.Append("施加" + kvp.Value + "层缠绕;"); - break; - case CardFunction.step: - if (int.Parse(kvp.Value)>0) - { - sb.Append("获得" + kvp.Value + "点移动力;"); - } - else - { - sb.Append("失去" + -int.Parse(kvp.Value) + "点移动力;"); - } - break; - case CardFunction.dyeingAround: - sb.Append("对目标周围染色;"); - break; - } - } - if (cardOriginalData.IsDisposable) - { - sb.Append("消耗;"); - } - if (cardOriginalData.AdvantageDescription.Length != 0) - { - sb.Append("优势:" + cardOriginalData.AdvantageDescription + ";"); - } - if (sb.Length > 0) - { - sb.Remove(sb.Length - 1, 1); // 删除最后一个字符 - } + Name.CreateCardDescription(sb, cardOriginalData); + Debug.Log("卡牌"+cardOriginalData.CardId+"描述是:" + sb); cardDescription.text = sb.ToString(); - }*/ + } //同步文字描述 /*public void syncCardDescription() diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs index 0a32665f..f96b2a2f 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs @@ -248,6 +248,7 @@ public class CardOriginalDataList : Singleton //CardOriginalData cardOriginalData = CardOriginalData.Instance; cardOriginalData.CardId = values[0]; cardOriginalData.ChineseName = values[13]; + cardOriginalData.Description = values[14]; cardOriginalData.costType = values[1]; cardOriginalData.Cost = int.Parse(values[2]); cardOriginalData.Rarity = int.Parse(values[11]); diff --git a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs index 3e21b4e7..728a2e29 100644 --- a/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs +++ b/ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs @@ -1,6 +1,8 @@ +using System; using System.Collections; using System.Collections.Generic; using System.Linq; +using System.Text; using UnityEngine; public static class Name { @@ -81,6 +83,292 @@ public static class Name } + public static void CreateCardDescription(StringBuilder sb,CardOriginalData cardOriginalData) + { + bool isFirst = true; + foreach (KeyValuePair kvp in cardOriginalData.commonFunctionVal) + { + if (kvp.Key.Equals(none)) + { + break; + } + if (isFirst) + { + isFirst = false; + } + else + { + sb.Append(","); + } + getSingleDescription(sb, kvp); + } + foreach (KeyValuePair> kvp in cardOriginalData.conditionAndFunctionVal) + { + if (!kvp.Key.Equals(none)) + { + break; + } + if (kvp.Value.Item1.Equals(none)) + { + break; + } + if (isFirst) + { + isFirst = false; + } + else + { + sb.Append(","); + } + KeyValuePair cardFunAadVal = new KeyValuePair(kvp.Value.Item1, kvp.Value.Item2); + getSingleDescription(sb, cardFunAadVal); + } + + getConditionDescription(sb, cardOriginalData); + + } + + public static void getConditionDescription(StringBuilder sb, CardOriginalData cardOriginalData) + { + foreach (KeyValuePair> kvp in cardOriginalData.conditionAndFunctionVal) + { + if (!kvp.Key.Equals(none)) + { + sb.Append(";"); + sb.Append("{"); + sb.Append(kvp.Key); + sb.Append("}"); + sb.Append(","); + if (!cardOriginalData.Description.Equals(none)) + { + sb.Append(cardOriginalData.Description); + } + else + { + KeyValuePair cardFunAadVal = new KeyValuePair(kvp.Value.Item1, kvp.Value.Item2); + getSingleDescription(sb, cardFunAadVal); + } + } + } + } + public static void getSingleDescription(StringBuilder sb, KeyValuePair kvp) + { + switch (kvp.Key) + { + case CardFunction.cardDamage: + sb.Append("{造成" + kvp.Value + "点伤害}"); + break; + case CardFunction.cardShield: + sb.Append("{获得" + kvp.Value + "点护盾}"); + break; + case CardFunction.posion: + sb.Append("{施加" + kvp.Value + "层中毒}"); + break; + case CardFunction.fireSeed: + sb.Append("{施加" + kvp.Value + "层火种}"); + break; + case CardFunction.vulnerable: + sb.Append("{施加" + kvp.Value + "层易伤}"); + break; + case CardFunction.weak: + sb.Append("{施加" + kvp.Value + "层虚弱}"); + break; + case CardFunction.coma: + sb.Append("施加" + kvp.Value + "层昏迷"); + break; + case CardFunction.disarm: + sb.Append("施加" + kvp.Value + "层缴械"); + break; + case CardFunction.sleep: + sb.Append("施加" + kvp.Value + "层睡眠"); + break; + case CardFunction.bleed: + sb.Append("{施加" + kvp.Value + "层流血}"); + break; + case CardFunction.thorn: + sb.Append("获得" + kvp.Value + "层荆棘"); + break; + case CardFunction.ember: + sb.Append("{获得" + kvp.Value + "层狂热}"); + break; + case CardFunction.upSpeed: + sb.Append("{获得" + kvp.Value + "层加速}"); + break; + case CardFunction.downSpeed: + sb.Append("获得" + kvp.Value + "层减速"); + break; + case CardFunction.enhanceShield: + sb.Append("获得" + kvp.Value + "层敏捷"); + break; + case CardFunction.immunity: + sb.Append("获得" + kvp.Value + "层魔抗"); + break; + case CardFunction.recoverHp: + sb.Append("{恢复" + kvp.Value + "点血量}"); + break; + case CardFunction.extraDrawCardsNum: + sb.Append("下回合多抽" + kvp.Value + "张牌"); + break; + case CardFunction.teleport: + sb.Append("瞬移到目标格子"); + break; + case CardFunction.clearAllAbnormalConditons: + sb.Append("清除所有异常状态"); + break; + case CardFunction.firm: + sb.Append("护盾不会消失"); + break; + case CardFunction.costRestore: + sb.Append("获得" + kvp.Value + "点能量"); + break; + case CardFunction.drawCard: + sb.Append("{抽" + kvp.Value + "张牌}"); + break; + case CardFunction.discard: + sb.Append("弃" + kvp.Value + "张牌"); + break; + case CardFunction.nodeDiffDamage: + sb.Append("造成场地差伤害"); + break; + case CardFunction.dyeing: + sb.Append("染色"); + break; + case CardFunction.consumePlayerNodesForHealth: + sb.Append("消耗范围内的友方格子,恢复消耗数量的血量"); + break; + case CardFunction.costStep: + sb.Append("消耗" + kvp.Value + "点移动力"); + break; + case CardFunction.nextTurnExtraOneCost: + sb.Append("下回合额外回复一点能量"); + break; + case CardFunction.fireShield: + sb.Append("获得" + kvp.Value + "层火盾"); + break; + case CardFunction.banStep: + sb.Append("施加" + kvp.Value + "层缠绕"); + break; + case CardFunction.step: + if (int.Parse(kvp.Value) > 0) + { + sb.Append("{获得" + kvp.Value + "点移动力}"); + } + else + { + sb.Append("{失去" + -int.Parse(kvp.Value) + "点移动力}"); + } + break; + case CardFunction.dyeingAround: + sb.Append("对目标周围染色"); + break; + case CardFunction.nextCardCostHp: + sb.Append("使下一张牌消耗改为血量"); + break; + case CardFunction.nextCardCostMinusOne: + sb.Append("使下一张牌消耗-1"); + break; + case CardFunction.cantUserEffectCaed: + sb.Append("本回合无法释放效果牌"); + break; + case CardFunction.dyeingCardCostMinusOne: + sb.Append("手牌涂色牌费用-1"); + break; + case CardFunction.nextDyeingCardRangeAddTwo: + sb.Append("下张涂色牌施法距离+2"); + break; + case CardFunction.nextEffectCardDoubleSettle: + sb.Append("下一张效果牌结算两次"); + break; + case CardFunction.deathMark: + sb.Append("{施加" + kvp.Value + "层死亡印记}"); + break; + case CardFunction.teleportAround: + sb.Append("玩家出现在周围随机1格"); + break; + case CardFunction.drawEffectCard: + sb.Append("抽" + kvp.Value + "张效果牌"); + break; + case CardFunction.doublebleedDamage: + sb.Append("使流血伤害翻倍"); + break; + case CardFunction.drawAndCopyCard: + sb.Append("抽一张牌,获得这张牌的复制"); + break; + case CardFunction.nextDyeingCardCostZero: + sb.Append("下张涂色牌消耗为0"); + break; + case CardFunction.bleed4TurnCost: + sb.Append("回合内触发4次流血,获得1点能量"); + break; + case CardFunction.bleed3TurnCost: + sb.Append("回合内触发3次流血,获得1点能量"); + break; + case CardFunction.bleedHeal: + sb.Append("目标单位的下次流血伤害会治疗玩家"); + break; + case CardFunction.turnRedNodesToBleed: + sb.Append("消耗玩家2范围颜色,每消耗1红对1范围内所有敌人施加1流血"); + break; + case CardFunction.turnRedNodesToBleedInTwoCirCle: + sb.Append("消耗玩家2范围颜色,每消耗1红对2范围内所有敌人施加1流血"); + break; + case CardFunction.halfHpShield: + sb.Append("获得生命值上限一半的护盾"); + break; + case CardFunction.cantShield: + sb.Append("下" + kvp.Value + "回合无法获得护盾"); + break; + case CardFunction.settleAllBleed: + sb.Append("结算单位全部流血层数"); + break; + case CardFunction.settleHalfBleed: + sb.Append("结算单位一半流血层数"); + break; + case CardFunction.doubleBleed: + sb.Append("使目标流血层数翻倍"); + break; + case CardFunction.tripleBleed: + sb.Append("使目标流血层数翻3倍"); + break; + case CardFunction.lostHp: + sb.Append("失去" + kvp.Value + "点生命"); + break; + case CardFunction.ifBleedThenShield: + sb.Append("若目标身上有流血,获得" + kvp.Value + "点护盾"); + break; + case CardFunction.turnHalfYellowNodesToShield: + sb.Append("获得黄对应数量的护盾,留下一半黄色"); + break; + case CardFunction.turnYellowNodesToShield: + sb.Append("消耗所有黄色,获得对应数量的护盾"); + break; + case CardFunction.bleedDamage: + sb.Append("增加" + kvp.Value + "点流血伤害"); + break; + case CardFunction.drawDyeingCard: + sb.Append("抽" + kvp.Value + "张涂色牌"); + break; + case CardFunction.bleedForRedNode: + sb.Append("对红色地块造成" + kvp.Value + "层流血"); + break; + case CardFunction.damageForRedNode: + sb.Append("对红色地块造成" + kvp.Value + "点伤害"); + break; + case CardFunction.damagexy: + string[] values = kvp.Value.Split("-"); + sb.Append("造成" + values[0] + "点伤害" + values[1] + "次"); + break; + case CardFunction.repel: + sb.Append("击退" + kvp.Value + "格"); + break; + case CardFunction.reduceCost: + sb.Append("费用-" + kvp.Value); + break; + case CardFunction.spreadColorToAround: + sb.Append("将目标地块的颜色扩散至周围"); + break; + } + } public static class CardRelease { public const string Self = "Self"; diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv index 97dd2d47..71b7ca37 100644 --- a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv @@ -10,7 +10,7 @@ 1011,1,1,1,3_1,none,5,1,0_0;1_0;2_0;3_0;4_0,blue;blue;blue;blue;blue,CardIcon/1018,闀块灜,2 1012,1,0,1,3_1,none,none,none,0_0;1_0;0_1,yellow;red;blue,CardIcon/1019,褰╃悆,1 1013,1,2,1,3_1,none,2,10,1_0;0_-1;0_1;2_0;1_-1;1_1;3_0;2_1;2_-1,red;red;red;blue;blue;blue;yellow;yellow;yellow,CardIcon/1020,涔濆鏍,2 -1014,1,2,1,3_1,none,1,7,0_0;1_0;2_0;-1_1;-1_2;-2_3;-1_-1;-2_-2;-3_-3,red;red;red;yellow;yellow;yellow;blue;blue;blue,CardIcon/1021,涓夎壊绾,2 -1016,1,1,1,3_1,none,53,2_3,0_0;1_0;2_0;0_1;0_-1;1_2;1_-2,red;red;red;red;red;red;red,CardIcon/1021,鏁e皠,1 +1014,1,2,1,3_1,none,1,7,1_0;2_0;3_0;-1_1;-1_2;-2_3;-1_-1;-1_-2;-2_-3,red;red;red;yellow;yellow;yellow;blue;blue;blue,CardIcon/1021,涓夎壊绾,2 +1016,1,1,1,3_1,none,53,2鏈3鏃,0_0;1_0;2_0;0_1;0_-1;1_2;1_-2,red;red;red;red;red;red;red,CardIcon/1021,鏁e皠,1 1017,1,2,1,3_1,none,17,1,0_0;1_0;2_0;3_0;2_1;2_-1;2_2;2_-2,blue;blue;blue;blue;blue;blue;blue;blue,CardIcon/1021,鍗曞悜绠ご,2 1007,1,3,1,3_1,none,1,32,0_0;1_0;0_1;0_-1;1_1;1_-1;1_2;1_-2,black;black;black;black;black;black;black;black,CardIcon/1021,榛戠伀鑽,3 diff --git a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv index 44fb14bf..2a809387 100644 --- a/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv +++ b/ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv @@ -1,33 +1,33 @@ -锘縄D,娑堣楃被鍨,娑堣楁暟鍊,鍩虹鍔熻兘,鏁板,鏉′欢,浜掓枼鍔熻兘,鏁板,鍦板潡鏍囪,鍥剧墖璺緞,鏂芥硶鑼冨洿,绋鏈夊害,娑堣,鍚嶅瓧 -2006,1,2,54,9,red>9,55,3,0_0,CardIcon/1010,0,2,0,琛灞 -2014,1,1,57,4,blue>9,57,2,0_0,CardIcon/1010,0,2,0,鍓茶 -2026,1,1,40,2,blue>5,16,1,0_0,CardIcon/1010,0,2,0,鐤捐窇 -2029,1,1,59,1,blue>11,60,1,0_0,CardIcon/1010,0,2,1,鏆撮鍚稿叆 -2030,1,1,60,1,yellow>10,61,1,0_0,CardIcon/1010,0,2,0,姹插彇 -2032,1,2,49,1,none,none,none,0_0,CardIcon/1010,1,1,0,鐐圭紑 -2034,1,1,63,1,none,none,none,0_0,CardIcon/1010,1,2,0,鐩惧嚮 -2035,1,1,1,7,none;blue>9,64;64,8;10,0_0,CardIcon/1010,1,1,0,鎾曟壇 -2036,1,1,65,5,none;yellow>10,66;67,1;1,0_0,CardIcon/1010,1,3,1,琛铔 -2037,1,2,18,1,red>9,33,1,0_0,CardIcon/1010,0,2,1,鐩惧瀿 -2039,1,0,65,5,none;red>19,11;11,2;3,0_0,CardIcon/1010,0,3,1,鎴樺惣 -2023,1,1,none,none,none;yellow>5,52;52,2;3,0_0,CardIcon/1010,1,1,0,韪㈠嚮 -2022,1,3,none,none,none;red>5,68;69,1;1,0_0,CardIcon/1010,1,3,0,鎶借 -2019,1,3,none,none,none;red>12,1;53,10;5-2,0_0,CardIcon/1010,1,2,0,褰辫垶姝 -2004,1,3,71,1,none;red>10,70;70,2;1,0_0,CardIcon/1010,0,3,0,琛鐩 -2002,1,2,none,none,none;blue>10,72;73,1;1,0_0,CardIcon/1010,0,2,0,鐚╃孩椋庢毚 -2003,1,1,none,none,none;red>9,74;74,2;3,0_0,CardIcon/1010,1,2,1,琛鐤 -2007,1,2,none,none,none;red>12,75;76,1;1,0_0,CardIcon/1010,0,2,1,璧嬭兘 -2012,1,1,40;50,-1;2,none,none,none,0_0,CardIcon/1010,0,1,0,鍐烽潤 -2015,1,2,none,none,none;yellow>4,1;53,15;5-3,0_0,CardIcon/1010,1,3,0,宸﹀彸寮寮 -2027,1,2,none,none,none;blue>10,5_58;5_58,2_2;3_3,0_0,CardIcon/1010,1,2,0,绌疯拷鐚涚爫 -2024,1,1,none,none,none;red>10,52;52,1;2,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,CardIcon/1010,0,1,0,灞曠繀 -2001,1,0,77,1,red>8,78,1,0_0,CardIcon/1010,0,1,0,琛绁 -2005,1,1,79;80,1;1,yellow>11,33,1,0_0,CardIcon/1010,0,2,0,绛変环浠f崲 -2009,1,0,11;81,1;1,none,none,none,0_0,CardIcon/1010,0,1,1,鐜懓鑼 -2008,1,1,56,2,none;yellow>4,13;none,1;none,0_0,CardIcon/1010,0,1,0,鐐奸噾灏忓寘 -2016,1,1,82,1,none,none,none,0_0,CardIcon/1010,0,3,1,娑堝け -2017,1,1,83,3,yellow>4,86,1,0_0,CardIcon/1010,1,3,0,姝讳骸鍗拌 -2018,1,1,84;85,1;1,yellow>5,33,1,0_0,CardIcon/1010,1,2,0,鏆楀奖姝 -2021,1,1,90,1,blue>7,89,1,0_0,CardIcon/1010,0,3,1,琛鎬 -2028,1,1,none,none,none;aroundblue=4,53;53,6-2;6-4,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,CardIcon/1010,1,3,0,鍓戝垉椋庢毚 -2031,1,0,none,none,none;red>9,12;91,1;1,0_0,CardIcon/1010,0,2,0,鍐嶆潵涓鏉 +锘縄D,娑堣楃被鍨,娑堣楁暟鍊,鍩虹鍔熻兘,鏁板,鏉′欢,浜掓枼鍔熻兘,鏁板,鍦板潡鏍囪,鍥剧墖璺緞,鏂芥硶鑼冨洿,绋鏈夊害,娑堣,鍚嶅瓧,鍗$墝鎻忚堪 +2001,1,0,77,1,red>8,78,1,0_0,CardIcon/1010,0,1,0,琛绁,none +2002,1,2,none,none,none;blue>10,72;73,1;1,0_0,CardIcon/1010,0,2,0,鐚╃孩椋庢毚,瀵2鑼冨洿鍐呭崟浣嶆柦鍔1娴佽 +2003,1,1,none,none,none;red>9,74;74,2;3,0_0,CardIcon/1010,1,2,1,琛鐤,涓3娆 +2004,1,3,71,1,none;red>10,70;70,2;1,0_0,CardIcon/1010,0,3,0,琛鐩,涓1鍥炲悎鏃犳硶鑾峰緱鎶ょ浘 +2005,1,1,79;80,1;1,yellow>11,33,1,0_0,CardIcon/1010,0,2,0,绛変环浠f崲,none +2006,1,2,54,9,red>9,55,3,0_0,CardIcon/1010,0,2,0,琛灞,none +2007,1,2,none,none,none;red>12,75;76,1;1,0_0,CardIcon/1010,0,2,1,璧嬭兘,3娆℃祦琛 +2008,1,1,56,2,none;yellow>4,13;none,1;none,0_0,CardIcon/1010,0,1,0,鐐奸噾灏忓寘,涓嶄細涓㈠純鐗 +2009,1,0,11;81,1;1,none,none,none,0_0,CardIcon/1010,0,1,1,鐜懓鑼,none +2012,1,1,40;50,-1;2,none,none,none,0_0,CardIcon/1010,0,1,0,鍐烽潤,none +2014,1,1,57,4,blue>9,57,2,0_0,CardIcon/1010,0,2,0,鍓茶,none +2015,1,2,none,none,none;yellow>4,1;53,15;5-3,0_0,CardIcon/1010,1,3,0,宸﹀彸寮寮,none +2016,1,1,82,1,none,none,none,0_0,CardIcon/1010,0,3,1,娑堝け,none +2017,1,1,83,3,yellow>4,86,1,0_0,CardIcon/1010,1,3,0,姝讳骸鍗拌,none +2018,1,1,84;85,1;1,yellow>5,33,1,0_0,CardIcon/1010,1,2,0,鏆楀奖姝,none +2019,1,3,none,none,none;red>12,1;53,10;5-2,0_0,CardIcon/1010,1,2,0,褰辫垶姝,none +2021,1,1,90,1,blue>7,89,1,0_0,CardIcon/1010,0,3,1,琛鎬,none +2022,1,3,none,none,none;red>5,68;69,1;1,0_0,CardIcon/1010,1,3,0,鎶借,none +2023,1,1,none,none,none;yellow>5,52;52,2;3,0_0,CardIcon/1010,1,1,0,韪㈠嚮,none +2024,1,1,none,none,none;red>10,52;52,1;2,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,CardIcon/1010,0,1,0,灞曠繀,鍑婚2鏍 +2026,1,1,40,2,blue>5,16,1,0_0,CardIcon/1010,0,2,0,鐤捐窇,none +2027,1,2,none,none,none;blue>10,5_58;5_58,2_2;3_3,0_0,CardIcon/1010,1,2,0,绌疯拷鐚涚爫,none +2028,1,1,none,none,none;aroundblue=4,53;53,6-2;6-4,0_1;1_0;0_-1;-1_0;-1_1;-1_-1,CardIcon/1010,1,3,0,鍓戝垉椋庢毚,none +2029,1,1,59,1,blue>11,60,1,0_0,CardIcon/1010,0,2,1,鏆撮鍚稿叆,闅忔満鐣欎笅涓鍗 +2030,1,1,60,1,yellow>10,61,1,0_0,CardIcon/1010,0,2,0,姹插彇,none +2031,1,0,12,1,red>9,91,1,0_0,CardIcon/1010,0,2,0,鍐嶆潵涓鏉,none +2032,1,2,49,1,none,none,none,0_0,CardIcon/1010,1,1,0,鐐圭紑,none +2034,1,1,63,1,none,none,none,0_0,CardIcon/1010,1,2,0,鐩惧嚮,none +2035,1,1,1,7,none;blue>9,64;64,8;10,0_0,CardIcon/1010,1,1,0,鎾曟壇,鑾峰緱10鐐规姢鐩 +2036,1,1,65,5,none;yellow>10,66;67,1;1,0_0,CardIcon/1010,1,3,1,琛铔,缈讳笁鍊 +2037,1,2,18,1,red>9,33,1,0_0,CardIcon/1010,0,2,1,鐩惧瀿,none +2039,1,0,65,5,none;red>19,11;11,2;3,0_0,CardIcon/1010,0,3,1,鎴樺惣,none