Browse Source

合并冲突

pull/85/head
45 10 months ago
parent
commit
f51fcfee2b
  1. 1
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 137
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardEntity.cs
  3. 1
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs
  4. 288
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/Name.cs
  5. 4
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_5.csv
  6. 66
      ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv

1
ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset

@ -20,3 +20,4 @@ MonoBehaviour:
- 1005
- 1005
- 1005

137
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<string, string> 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()

1
ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardOriginalDataList.cs

@ -248,6 +248,7 @@ public class CardOriginalDataList : Singleton<CardOriginalDataList>
//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]);

288
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<string, string> kvp in cardOriginalData.commonFunctionVal)
{
if (kvp.Key.Equals(none))
{
break;
}
if (isFirst)
{
isFirst = false;
}
else
{
sb.Append(",");
}
getSingleDescription(sb, kvp);
}
foreach (KeyValuePair<string, Tuple<string, string>> 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<string, string> cardFunAadVal = new KeyValuePair<string, string>(kvp.Value.Item1, kvp.Value.Item2);
getSingleDescription(sb, cardFunAadVal);
}
getConditionDescription(sb, cardOriginalData);
}
public static void getConditionDescription(StringBuilder sb, CardOriginalData cardOriginalData)
{
foreach (KeyValuePair<string, Tuple<string, string>> 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<string, string> cardFunAadVal = new KeyValuePair<string, string>(kvp.Value.Item1, kvp.Value.Item2);
getSingleDescription(sb, cardFunAadVal);
}
}
}
}
public static void getSingleDescription(StringBuilder sb, KeyValuePair<string, string> 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";

4
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,长鞭,2
1012,1,0,1,3_1,none,none,none,0_0;1_0;0_1,yellow;red;blue,CardIcon/1019,彩球,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/1020,九宫格,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/1021,三色线,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,散射,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/1021,三色线,2
1016,1,1,1,3_1,none,53,2月3日,0_0;1_0;2_0;0_1;0_-1;1_2;1_-2,red;red;red;red;red;red;red,CardIcon/1021,散射,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,单向箭头,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,黑火药,3

1 ID 费用类型 费用 施法范围 作用范围 条件 功能 数值 地块标记 地块颜色 图片路径 名称 稀有度
10 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 长鞭 2
11 1012 1 0 1 3_1 none none none 0_0;1_0;0_1 yellow;red;blue CardIcon/1019 彩球 1
12 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 九宫格 2
13 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 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 三色线 2
14 1016 1 1 1 3_1 none 53 2_3 2月3日 0_0;1_0;2_0;0_1;0_-1;1_2;1_-2 red;red;red;red;red;red;red CardIcon/1021 散射 1
15 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 单向箭头 2
16 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 黑火药 3

66
ColorlessWorld-2024-4-2/Assets/StreamingAssets/card_data_effect_4.csv

@ -1,33 +1,33 @@
ID,消耗类型,消耗数值,基础功能,数值,条件,互斥功能,数值,地块标记,图片路径,施法范围,稀有度,消耗,名字
2006,1,2,54,9,red>9,55,3,0_0,CardIcon/1010,0,2,0,血山
2014,1,1,57,4,blue>9,57,2,0_0,CardIcon/1010,0,2,0,割裂
2026,1,1,40,2,blue>5,16,1,0_0,CardIcon/1010,0,2,0,疾跑
2029,1,1,59,1,blue>11,60,1,0_0,CardIcon/1010,0,2,1,暴风吸入
2030,1,1,60,1,yellow>10,61,1,0_0,CardIcon/1010,0,2,0,汲取
2032,1,2,49,1,none,none,none,0_0,CardIcon/1010,1,1,0,点缀
2034,1,1,63,1,none,none,none,0_0,CardIcon/1010,1,2,0,盾击
2035,1,1,1,7,none;blue>9,64;64,8;10,0_0,CardIcon/1010,1,1,0,撕扯
2036,1,1,65,5,none;yellow>10,66;67,1;1,0_0,CardIcon/1010,1,3,1,血蛭
2037,1,2,18,1,red>9,33,1,0_0,CardIcon/1010,0,2,1,盾垒
2039,1,0,65,5,none;red>19,11;11,2;3,0_0,CardIcon/1010,0,3,1,战吼
2023,1,1,none,none,none;yellow>5,52;52,2;3,0_0,CardIcon/1010,1,1,0,踢击
2022,1,3,none,none,none;red>5,68;69,1;1,0_0,CardIcon/1010,1,3,0,抽血
2019,1,3,none,none,none;red>12,1;53,10;5-2,0_0,CardIcon/1010,1,2,0,影舞步
2004,1,3,71,1,none;red>10,70;70,2;1,0_0,CardIcon/1010,0,3,0,血盾
2002,1,2,none,none,none;blue>10,72;73,1;1,0_0,CardIcon/1010,0,2,0,猩红风暴
2003,1,1,none,none,none;red>9,74;74,2;3,0_0,CardIcon/1010,1,2,1,血疗
2007,1,2,none,none,none;red>12,75;76,1;1,0_0,CardIcon/1010,0,2,1,赋能
2012,1,1,40;50,-1;2,none,none,none,0_0,CardIcon/1010,0,1,0,冷静
2015,1,2,none,none,none;yellow>4,1;53,15;5-3,0_0,CardIcon/1010,1,3,0,左右开弓
2027,1,2,none,none,none;blue>10,5_58;5_58,2_2;3_3,0_0,CardIcon/1010,1,2,0,穷追猛砍
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,展翅
2001,1,0,77,1,red>8,78,1,0_0,CardIcon/1010,0,1,0,血祭
2005,1,1,79;80,1;1,yellow>11,33,1,0_0,CardIcon/1010,0,2,0,等价代换
2009,1,0,11;81,1;1,none,none,none,0_0,CardIcon/1010,0,1,1,玫瑰茶
2008,1,1,56,2,none;yellow>4,13;none,1;none,0_0,CardIcon/1010,0,1,0,炼金小包
2016,1,1,82,1,none,none,none,0_0,CardIcon/1010,0,3,1,消失
2017,1,1,83,3,yellow>4,86,1,0_0,CardIcon/1010,1,3,0,死亡印记
2018,1,1,84;85,1;1,yellow>5,33,1,0_0,CardIcon/1010,1,2,0,暗影步
2021,1,1,90,1,blue>7,89,1,0_0,CardIcon/1010,0,3,1,血怒
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,剑刃风暴
2031,1,0,none,none,none;red>9,12;91,1;1,0_0,CardIcon/1010,0,2,0,再来一杯
ID,消耗类型,消耗数值,基础功能,数值,条件,互斥功能,数值,地块标记,图片路径,施法范围,稀有度,消耗,名字,卡牌描述
2001,1,0,77,1,red>8,78,1,0_0,CardIcon/1010,0,1,0,血祭,none
2002,1,2,none,none,none;blue>10,72;73,1;1,0_0,CardIcon/1010,0,2,0,猩红风暴,对2范围内单位施加1流血
2003,1,1,none,none,none;red>9,74;74,2;3,0_0,CardIcon/1010,1,2,1,血疗,下3次
2004,1,3,71,1,none;red>10,70;70,2;1,0_0,CardIcon/1010,0,3,0,血盾,下1回合无法获得护盾
2005,1,1,79;80,1;1,yellow>11,33,1,0_0,CardIcon/1010,0,2,0,等价代换,none
2006,1,2,54,9,red>9,55,3,0_0,CardIcon/1010,0,2,0,血山,none
2007,1,2,none,none,none;red>12,75;76,1;1,0_0,CardIcon/1010,0,2,1,赋能,3次流血
2008,1,1,56,2,none;yellow>4,13;none,1;none,0_0,CardIcon/1010,0,1,0,炼金小包,不会丢弃牌
2009,1,0,11;81,1;1,none,none,none,0_0,CardIcon/1010,0,1,1,玫瑰茶,none
2012,1,1,40;50,-1;2,none,none,none,0_0,CardIcon/1010,0,1,0,冷静,none
2014,1,1,57,4,blue>9,57,2,0_0,CardIcon/1010,0,2,0,割裂,none
2015,1,2,none,none,none;yellow>4,1;53,15;5-3,0_0,CardIcon/1010,1,3,0,左右开弓,none
2016,1,1,82,1,none,none,none,0_0,CardIcon/1010,0,3,1,消失,none
2017,1,1,83,3,yellow>4,86,1,0_0,CardIcon/1010,1,3,0,死亡印记,none
2018,1,1,84;85,1;1,yellow>5,33,1,0_0,CardIcon/1010,1,2,0,暗影步,none
2019,1,3,none,none,none;red>12,1;53,10;5-2,0_0,CardIcon/1010,1,2,0,影舞步,none
2021,1,1,90,1,blue>7,89,1,0_0,CardIcon/1010,0,3,1,血怒,none
2022,1,3,none,none,none;red>5,68;69,1;1,0_0,CardIcon/1010,1,3,0,抽血,none
2023,1,1,none,none,none;yellow>5,52;52,2;3,0_0,CardIcon/1010,1,1,0,踢击,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,展翅,击退2格
2026,1,1,40,2,blue>5,16,1,0_0,CardIcon/1010,0,2,0,疾跑,none
2027,1,2,none,none,none;blue>10,5_58;5_58,2_2;3_3,0_0,CardIcon/1010,1,2,0,穷追猛砍,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,剑刃风暴,none
2029,1,1,59,1,blue>11,60,1,0_0,CardIcon/1010,0,2,1,暴风吸入,随机留下一半
2030,1,1,60,1,yellow>10,61,1,0_0,CardIcon/1010,0,2,0,汲取,none
2031,1,0,12,1,red>9,91,1,0_0,CardIcon/1010,0,2,0,再来一杯,none
2032,1,2,49,1,none,none,none,0_0,CardIcon/1010,1,1,0,点缀,none
2034,1,1,63,1,none,none,none,0_0,CardIcon/1010,1,2,0,盾击,none
2035,1,1,1,7,none;blue>9,64;64,8;10,0_0,CardIcon/1010,1,1,0,撕扯,获得10点护盾
2036,1,1,65,5,none;yellow>10,66;67,1;1,0_0,CardIcon/1010,1,3,1,血蛭,翻三倍
2037,1,2,18,1,red>9,33,1,0_0,CardIcon/1010,0,2,1,盾垒,none
2039,1,0,65,5,none;red>19,11;11,2;3,0_0,CardIcon/1010,0,3,1,战吼,none

1 ID 消耗类型 消耗数值 基础功能 数值 条件 互斥功能 数值 地块标记 图片路径 施法范围 稀有度 消耗 名字 卡牌描述
2 2006 2001 1 2 0 54 77 9 1 red>9 red>8 55 78 3 1 0_0 CardIcon/1010 0 2 1 0 血山 血祭 none
3 2014 2002 1 1 2 57 none 4 none blue>9 none;blue>10 57 72;73 2 1;1 0_0 CardIcon/1010 0 2 0 割裂 猩红风暴 对2范围内单位施加1流血
4 2026 2003 1 1 40 none 2 none blue>5 none;red>9 16 74;74 1 2;3 0_0 CardIcon/1010 0 1 2 0 1 疾跑 血疗 下3次
5 2029 2004 1 1 3 59 71 1 blue>11 none;red>10 60 70;70 1 2;1 0_0 CardIcon/1010 0 2 3 1 0 暴风吸入 血盾 下1回合无法获得护盾
6 2030 2005 1 1 60 79;80 1 1;1 yellow>10 yellow>11 61 33 1 0_0 CardIcon/1010 0 2 0 汲取 等价代换 none
7 2032 2006 1 2 49 54 1 9 none red>9 none 55 none 3 0_0 CardIcon/1010 1 0 1 2 0 点缀 血山 none
8 2034 2007 1 1 2 63 none 1 none none none;red>12 none 75;76 none 1;1 0_0 CardIcon/1010 1 0 2 0 1 盾击 赋能 3次流血
9 2035 2008 1 1 1 56 7 2 none;blue>9 none;yellow>4 64;64 13;none 8;10 1;none 0_0 CardIcon/1010 1 0 1 0 撕扯 炼金小包 不会丢弃牌
10 2036 2009 1 1 0 65 11;81 5 1;1 none;yellow>10 none 66;67 none 1;1 none 0_0 CardIcon/1010 1 0 3 1 1 血蛭 玫瑰茶 none
11 2037 2012 1 2 1 18 40;50 1 -1;2 red>9 none 33 none 1 none 0_0 CardIcon/1010 0 2 1 1 0 盾垒 冷静 none
12 2039 2014 1 0 1 65 57 5 4 none;red>19 blue>9 11;11 57 2;3 2 0_0 CardIcon/1010 0 3 2 1 0 战吼 割裂 none
13 2023 2015 1 1 2 none none none;yellow>5 none;yellow>4 52;52 1;53 2;3 15;5-3 0_0 CardIcon/1010 1 1 3 0 踢击 左右开弓 none
14 2022 2016 1 3 1 none 82 none 1 none;red>5 none 68;69 none 1;1 none 0_0 CardIcon/1010 1 0 3 0 1 抽血 消失 none
15 2019 2017 1 3 1 none 83 none 3 none;red>12 yellow>4 1;53 86 10;5-2 1 0_0 CardIcon/1010 1 2 3 0 影舞步 死亡印记 none
16 2004 2018 1 3 1 71 84;85 1 1;1 none;red>10 yellow>5 70;70 33 2;1 1 0_0 CardIcon/1010 0 1 3 2 0 血盾 暗影步 none
17 2002 2019 1 2 3 none none none;blue>10 none;red>12 72;73 1;53 1;1 10;5-2 0_0 CardIcon/1010 0 1 2 0 猩红风暴 影舞步 none
18 2003 2021 1 1 none 90 none 1 none;red>9 blue>7 74;74 89 2;3 1 0_0 CardIcon/1010 1 0 2 3 1 血疗 血怒 none
19 2007 2022 1 2 3 none none none;red>12 none;red>5 75;76 68;69 1;1 0_0 CardIcon/1010 0 1 2 3 1 0 赋能 抽血 none
20 2012 2023 1 1 40;50 none -1;2 none none none;yellow>5 none 52;52 none 2;3 0_0 CardIcon/1010 0 1 1 0 冷静 踢击 none
21 2015 2024 1 2 1 none none none;yellow>4 none;red>10 1;53 52;52 15;5-3 1;2 0_0 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 CardIcon/1010 1 0 3 1 0 左右开弓 展翅 击退2格
22 2027 2026 1 2 1 none 40 none 2 none;blue>10 blue>5 5_58;5_58 16 2_2;3_3 1 0_0 CardIcon/1010 1 0 2 0 穷追猛砍 疾跑 none
23 2024 2027 1 1 2 none none none;red>10 none;blue>10 52;52 5_58;5_58 1;2 2_2;3_3 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 0_0 CardIcon/1010 0 1 1 2 0 展翅 穷追猛砍 none
24 2001 2028 1 0 1 77 none 1 none red>8 none;aroundblue=4 78 53;53 1 6-2;6-4 0_0 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 CardIcon/1010 0 1 1 3 0 血祭 剑刃风暴 none
25 2005 2029 1 1 79;80 59 1;1 1 yellow>11 blue>11 33 60 1 0_0 CardIcon/1010 0 2 0 1 等价代换 暴风吸入 随机留下一半
26 2009 2030 1 0 1 11;81 60 1;1 1 none yellow>10 none 61 none 1 0_0 CardIcon/1010 0 1 2 1 0 玫瑰茶 汲取 none
27 2008 2031 1 1 0 56 12 2 1 none;yellow>4 red>9 13;none 91 1;none 1 0_0 CardIcon/1010 0 1 2 0 炼金小包 再来一杯 none
28 2016 2032 1 1 2 82 49 1 none none none 0_0 CardIcon/1010 0 1 3 1 1 0 消失 点缀 none
29 2017 2034 1 1 83 63 3 1 yellow>4 none 86 none 1 none 0_0 CardIcon/1010 1 3 2 0 死亡印记 盾击 none
30 2018 2035 1 1 84;85 1 1;1 7 yellow>5 none;blue>9 33 64;64 1 8;10 0_0 CardIcon/1010 1 2 1 0 暗影步 撕扯 获得10点护盾
31 2021 2036 1 1 90 65 1 5 blue>7 none;yellow>10 89 66;67 1 1;1 0_0 CardIcon/1010 0 1 3 1 血怒 血蛭 翻三倍
32 2028 2037 1 1 2 none 18 none 1 none;aroundblue=4 red>9 53;53 33 6-2;6-4 1 0_1;1_0;0_-1;-1_0;-1_1;-1_-1 0_0 CardIcon/1010 1 0 3 2 0 1 剑刃风暴 盾垒 none
33 2031 2039 1 0 none 65 none 5 none;red>9 none;red>19 12;91 11;11 1;1 2;3 0_0 CardIcon/1010 0 2 3 0 1 再来一杯 战吼 none
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