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1 Commits

Author SHA1 Message Date
yjm484 d3d0e57751 新卡牌 1 year ago
  1. 2
      ColorlessWorld-2024-4-2/Assets/GameDate/cardDeckList.asset
  2. 30
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BloodLice.cs
  3. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BloodLice.cs.meta
  4. 28
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Mark.cs
  5. 11
      ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Mark.cs.meta
  6. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Card/CardDrag.cs
  7. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/CorrosiveSludge.cs
  8. 9
      ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs
  9. 7
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs
  10. 12
      ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs
  11. 2
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/BuffDataManager.cs
  12. 89
      ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs
  13. 21
      ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv

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: e9030000e9030000e9030000ea030000ea030000ea030000eb030000eb030000eb030000ec030000
cardDeckList: e9030000e9030000e9030000ea030000ea030000ea030000eb030000eb030000eb030000ec0300003527000040270000

30
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_BloodLice.cs

@ -0,0 +1,30 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_BloodLice : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_BloodLice();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_zibao_v01");
return buff;
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8229d73a68b1d174fbe884c988ee8c42
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

28
ColorlessWorld-2024-4-2/Assets/Scripts/Buff/Buff_Mark.cs

@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Buff_Mark : Buff
{
public override void Settle()
{
}
public override void SettleEnemy(EnemyNode enemyNode)
{
base.Settle();
}
public override Buff NewBuff(int value)
{
Buff buff = new Buff_Mark();
buff.value = value;
buff.icon = BuffDataManager.Instance.LoadImage(iconPath + "Sslx_Ui_Buff_hunmi_v01");
return buff;
}
}

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

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bc9682f8bc7fd4548a20193840e79dfe
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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

@ -431,7 +431,7 @@ public class CardDrag : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDrag
{
//射线检测瞄准的地图节点,判断是否可放置和改变放置影响区
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.value);
Debug.Log(Mouse.current.position.value);
//Debug.Log(Mouse.current.position.value);
if (Physics.Raycast(ray, out RaycastHit raycastHit, 500, layerMask.value))
{
Debug.Log(raycastHit.collider.gameObject.name);

2
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/CorrosiveSludge.cs

@ -123,7 +123,7 @@ public class CorrosiveSludge : MonoBehaviour
IEnumerator moveOneStep(MapUnity nexMapUnity)
{
enemyNode.bleedCal();
//enemyNode.bleedCal();
MapUnity currentNode = GameManager.Instance.X[enemyNode.positionX].Y[enemyNode.positionY];
MapUnity disNode = nexMapUnity;
currentNode.blocked = false;

9
ColorlessWorld-2024-4-2/Assets/Scripts/Enemy/EnemyNode.cs

@ -1203,11 +1203,16 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
public int DamageCalculation(int damage)
{
int angerUpperDamage = 0, angerDownDamage = 0;
double markMultiplier = 1.0f;
if (EnemyState .abnormalCondition .ContainsKey(AbnormalCondition.angerUpperDamage))
{
angerUpperDamage = EnemyState.abnormalCondition[AbnormalCondition.angerUpperDamage].value;
}
if (EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.mark))
{
markMultiplier = 0.5f;
}
if (EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.weak))
{
EnemyState.damageMultiplier = 0.75f;
@ -1216,7 +1221,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
EnemyState.damageMultiplier = 1f;
}
damage = (int)((damage + angerUpperDamage - angerDownDamage) * EnemyState.damageMultiplier);
damage = (int)((damage + angerUpperDamage - angerDownDamage) * EnemyState.damageMultiplier * markMultiplier);
return damage;
@ -1297,7 +1302,7 @@ public class EnemyNode : MonoBehaviour,IEnemyObserver
{
if (EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
sufferDamage(2, false);
sufferTrueDamage(2);
EnemyState.abnormalCondition[AbnormalCondition.bleed].value -= 1;
if (EnemyState.abnormalCondition[AbnormalCondition.bleed].value <= 0)
{

7
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/AbnormalCondition.cs

@ -64,10 +64,15 @@ public class AbnormalCondition : Singleton<AbnormalCondition>
public const string doubleSettle = "35";
//Ï»غÏÄÜÁ¿+1
public const string nextTurnExtraOneCost = "36";
//Ѫʭ
public const string bloodLice = "49";
//񈬀
public const string mark = "53";
public static readonly List<string> canNegativeNumberList = new List<string> { angerUpperDamage, shieldUpperValue, addDrawCard };
public static readonly List<string> playBuffList = new List<string> {firm, addDrawCard, upSpeed , immunity, fireShield, doubleSettle, nextTurnExtraOneCost };
public static readonly List<string> playBuffList = new List<string> {firm, addDrawCard, upSpeed , immunity, fireShield, doubleSettle, nextTurnExtraOneCost, bloodLice };
public static readonly List<string> playUndeterminedBuffList = new List<string> { angerUpperDamage, shieldUpperValue };
}

12
ColorlessWorld-2024-4-2/Assets/Scripts/Tool/CardFunction.cs

@ -94,5 +94,17 @@ public class CardFunction
public const string randomAttactCardToHand = "46";
//恢复血量
public const string recoverHp = "47";
//失去血量
public const string loseHp = "48";
//血虱
public const string bloodLice = "49";
//对所有有流血的单位造成X点伤害
public const string damageForBledEnemy = "50";
//对所有有流血的单位造成X+流血层数的伤害
public const string damagePlusBleedValueForBledEnemy = "51";
//触发目标所有层数的流血
public const string triggerAllBleedStacks = "52";
//标记
public const string mark = "53";
}

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

@ -37,6 +37,8 @@ public class BuffDataManager : Singleton<BuffDataManager>
abnormalCondition.Add("33", new Buff_BoomAndDamage());
abnormalCondition.Add("35", new Buff_DoubleSettle());
abnormalCondition.Add("36", new Buff_NextTurnExtraOneCost());
abnormalCondition.Add("49", new Buff_BloodLice());
abnormalCondition.Add("53", new Buff_Mark());
abnormalCondition.Add("106", new Buff_flashPoint());

89
ColorlessWorld-2024-4-2/Assets/Scripts/manager/SettlementManager.cs

@ -103,14 +103,14 @@ public class SettlementManager : Singleton<SettlementManager>
Usermanager.Instance.recoverHp(successNodeCount*2);
}
private void damageForNextNode(List<MapUnity> influencePreviewPool,int damageVal,int pierceNum)
private void damageForNextNode(List<MapUnity> influencePreviewPool, int damageVal, int pierceNum)
{
ZeroToFiveCircularCounter counter=new ZeroToFiveCircularCounter();
int platerPosition=0;
ZeroToFiveCircularCounter counter = new ZeroToFiveCircularCounter();
int platerPosition = 0;
Debug.Log("influencePreviewPool´óС" + influencePreviewPool.Count);
if (influencePreviewPool[0].enemyNode!=null)
if (influencePreviewPool[0].enemyNode != null)
{
damageWork(damageVal,influencePreviewPool, pierceNum);
damageWork(damageVal, influencePreviewPool, pierceNum);
}
else
{
@ -125,16 +125,58 @@ public class SettlementManager : Singleton<SettlementManager>
int damagePosition = counter.Add(platerPosition, 3);
Debug.Log("damagePositionl" + damagePosition);
getNodeTools.playerMoveToNextNode(influencePreviewPool[0]);
if (influencePreviewPool[0].unitPool[damagePosition]!=null)
if (influencePreviewPool[0].unitPool[damagePosition] != null)
{
List<MapUnity> damageNode = new List<MapUnity> { influencePreviewPool[0].unitPool[damagePosition] };
damageWork(damageVal, damageNode, pierceNum);
}
}
}
private void damageForBledEnemy(int damageVal)
{
foreach (var observer in EnemyManager.Instance.enemyObservers)
{
if (observer.GetEnemyNode().EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
observer.GetEnemyNode().sufferDamage(damageVal, false);
}
}
}
private void damagePlusBleedValueForBledEnemy(int damageVal)
{
foreach (var observer in EnemyManager.Instance.enemyObservers)
{
if (observer.GetEnemyNode().EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
observer.GetEnemyNode().sufferDamage(damageVal+ observer.GetEnemyNode().EnemyState.abnormalCondition[AbnormalCondition.bleed].value, false);
}
}
}
private void triggerAllBleedStacks(List<MapUnity> influencePreviewPool)
{
foreach (var observer in EnemyManager.Instance.enemyObservers)
{
}
for (int i = 0; i < influencePreviewPool.Count; i++)
{
if (influencePreviewPool[i].enemyNode != null&& influencePreviewPool[i].enemyNode.EnemyState.abnormalCondition.ContainsKey(AbnormalCondition.bleed))
{
int value = influencePreviewPool[i].enemyNode.EnemyState.abnormalCondition[AbnormalCondition.bleed].value;
influencePreviewPool[i].enemyNode.EnemyState.abnormalCondition.Remove(AbnormalCondition.bleed);
List<MapUnity> list = new List<MapUnity>() ;
list.Add(influencePreviewPool[i]);
influencePreviewPool[i].enemyNode.sufferTrueDamage(value * 2);
}
}
}
private void damageForFlippyRange2(List<MapUnity> influencePreviewPool, string damageValAndflippyNum, int pierceNum )
private void damageForFlippyRange2(List<MapUnity> influencePreviewPool, string damageValAndflippyNum, int pierceNum)
{
string[] values = damageValAndflippyNum.Split("_");
int damageVal = int.Parse(values[0]);
@ -144,12 +186,12 @@ public class SettlementManager : Singleton<SettlementManager>
getNodeTools.getCircleNodeExceptSelf(mapUnities, 2);
for (int i = 0; i < flippyNum; i++)
{
if(findEnemy(mapUnities)!=null)
if (findEnemy(mapUnities) != null)
{
List<MapUnity> targetNode= new List<MapUnity> { findEnemy(mapUnities) };
List<MapUnity> targetNode = new List<MapUnity> { findEnemy(mapUnities) };
damageWork(damageVal, targetNode, pierceNum);
mapUnities.Clear();
mapUnities= new HashSet<MapUnity>(targetNode);
mapUnities = new HashSet<MapUnity>(targetNode);
getNodeTools.getCircleNodeExceptSelf(mapUnities, 2);
}
else
@ -333,6 +375,7 @@ public class SettlementManager : Singleton<SettlementManager>
{
pierceCount++;
influencePreviewPool[i].enemyNode.sufferDamage(Usermanager.Instance.DamageCalculation(damageVal), true);
bloodLiceCal(influencePreviewPool[i].enemyNode);
if (pierceCount>=pierceNum+1)
{
break;
@ -348,12 +391,22 @@ public class SettlementManager : Singleton<SettlementManager>
if (influencePreviewPool[i].enemyNode != null)
{
influencePreviewPool[i].enemyNode.sufferDamage(Usermanager.Instance.DamageCalculation(damageVal), true);
bloodLiceCal(influencePreviewPool[i].enemyNode);
}
}
}
}
private void bloodLiceCal(EnemyNode enemyNode)
{
if (Usermanager.playerAbnormalCondition.ContainsKey(AbnormalCondition.bloodLice))
{
enemyNode.sufferAbnormalCondition(AbnormalCondition.bleed, 4);
}
}
public IEnumerator settle(CardOriginalData cardOriginalData, HashSet<MapUnity> influencePreviewPoolSet, int cardIndex)
{
List<MapUnity> influencePreviewPool=new List<MapUnity>(influencePreviewPoolSet);
@ -423,6 +476,7 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.fireSeed:
case CardFunction.vulnerable:
case CardFunction.banStep:
case CardFunction.mark:
abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool);
break;
case CardFunction.step:
@ -456,6 +510,15 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.damageForNextNode:
damageForNextNode(influencePreviewPool, int.Parse(kvp.Value), pierceNum);
break;
case CardFunction.damageForBledEnemy:
damageForBledEnemy(int.Parse(kvp.Value));
break;
case CardFunction.damagePlusBleedValueForBledEnemy:
damagePlusBleedValueForBledEnemy(int.Parse(kvp.Value));
break;
case CardFunction.triggerAllBleedStacks:
triggerAllBleedStacks(influencePreviewPool);
break;
case CardFunction.flippyRange2:
damageForFlippyRange2(influencePreviewPool, kvp.Value, pierceNum);
break;
@ -471,6 +534,9 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.recoverHp:
Usermanager.Instance.recoverHp(int.Parse(kvp.Value));
break;
case CardFunction.loseHp:
Usermanager.Instance.SufferTrueDamage(int.Parse(kvp.Value));
break;
case CardFunction.ember:
case CardFunction.enhanceShield:
case CardFunction.firm:
@ -482,6 +548,7 @@ public class SettlementManager : Singleton<SettlementManager>
case CardFunction.doubleSettle:
case CardFunction.nextTurnExtraOneCost:
case CardFunction.immunity:
case CardFunction.bloodLice:
Usermanager.Instance.SufferPlayerAbnormalCondition(kvp.Key, int.Parse(kvp.Value));
break;
case CardFunction.discard:
@ -499,7 +566,7 @@ public class SettlementManager : Singleton<SettlementManager>
switch (kvp.Key)
{
case CardFunction.bleed:
abnormalConditionWork(kvp.Value, int.Parse(kvp.Value), influencePreviewPool);
abnormalConditionWork(kvp.Key, int.Parse(kvp.Value), influencePreviewPool);
break;
}

21
ColorlessWorld-2024-4-2/Assets/data/card_data_2.csv

@ -1,4 +1,8 @@
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,穿透,优势穿透,卡牌释放目标,卡牌释放
1001,挥砍,1,1,1,6,1,1,0,1,6,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,3,MeleeAttack
1002,飞镖,1,2,1,4,1,5_1,0,1,4,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,0,0,3,Missile
1003,护盾,1,1,2,5,0,0,0,2,5,2,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,1,Throw
1004,烈风斩,2,1,14,0,0,6_3,0,14;25,0;4,1,附加4层火种,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,1,Self
10001,纳刀,1,3,35,1,0,0,0,35;33,0;1,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,1,Self
10002,踏前斩,1,1,41,7,1,1,0,41,7,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,1,Node
10003,拔刀斩,1,2,1,7,1,2,0,1;25,7;3,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,3,MeleeAttack
@ -29,10 +33,15 @@
10028,凿击,1,1,6,1,1,1,0,1;6,5;1,1,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,MeleeAttack
10029,断腿,0,2,37;11,3;1,0,0,0,37;11,3;1,2,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10030,提取,1,1,46,0,0,0,0,46,0,2,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10033,血虱,1,2,1;9,8;3,1,1,0,1;9,8;5,2,额外造成2层流血,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,3,MeleeAttack
10032,血虱,2,2,49,1,0,0,1,49,1,3,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10033,血锯,1,2,1;9,8;3,1,1,0,1;9,8;5,2,额外造成2层流血,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,3,MeleeAttack
10034,抽血术,2,3,1;47,15;10,3,1,0,1;47;33,15;10;2,2,费用-2,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,Throw
10036,等价交换,1,2,1;47,15;10,0,0,0,1;47;33,15;10;2,2,费用-2,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
1001,挥砍,1,1,1,6,1,1,0,1,6,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,3,MeleeAttack
1002,飞镖,1,2,1,4,1,5_1,0,1,4,1,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,0,0,3,Missile
1003,护盾,1,1,2,5,0,0,0,2,5,2,,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,1,Throw
1004,烈风斩,2,1,14,0,0,6_3,0,14;25,0;4,1,附加4层火种,CardIcon/Sslx_Card_Kamizn_Huikan_v01,-1,-1,1,Self
10035,抽血刀,2,3,50,14,0,0,0,51,14,2,施加流血层数伤害,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10036,等价交换,1,2,48;16,5;5,0,0,0,48;16;12,5;5;2,2,抽两张牌,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10037,杀戮,0,2,52,0,4,1,0,52,0,2,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,Throw
10038,献祭,1,2,48;11;12,5;2;2,0,0,1,48;11;12,5;3;3,1,+1能量,+1牌,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10040,再来一杯,1,1,2;40,12;-1,0,0,1,2;40,12;-1,2,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,1,Self
10041,斩丝,0,1,1;45,4;0,1,1,0,1;45,4;0,1,,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,MeleeAttack
10043,专注仇恨,2,2,53,1,3,1,1,53,2,2,额外施加一层标记,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,Throw
10045,血滴子,2,2,43;14;9,0;0;3,1,5_1,0,43;14;9;1,0;0;3;9,2,对目标造成9点伤害,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,Missile
10048,血符咒,2,2,1;9,9;3,2,7_2,0,1;9;14,9;3;0,2,对伤害范围进行染色,CardIcon/Sslx_Card_Kamizn_Feibiao_v01,-1,-1,2,Throw

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 穿透 优势穿透 卡牌释放目标 卡牌释放
2 1001 挥砍 1 1 1 6 1 1 0 1 6 1 CardIcon/Sslx_Card_Kamizn_Huikan_v01 -1 -1 3 MeleeAttack
3 1002 飞镖 1 2 1 4 1 5_1 0 1 4 1 CardIcon/Sslx_Card_Kamizn_Huikan_v01 0 0 3 Missile
4 1003 护盾 1 1 2 5 0 0 0 2 5 2 CardIcon/Sslx_Card_Kamizn_Huikan_v01 -1 -1 1 Throw
5 1004 烈风斩 2 1 14 0 0 6_3 0 14;25 0;4 1 附加4层火种 CardIcon/Sslx_Card_Kamizn_Huikan_v01 -1 -1 1 Self
6 10001 纳刀 1 3 35 1 0 0 0 35;33 0;1 1 CardIcon/Sslx_Card_Kamizn_Huikan_v01 -1 -1 1 Self
7 10002 踏前斩 1 1 41 7 1 1 0 41 7 1 CardIcon/Sslx_Card_Kamizn_Huikan_v01 -1 -1 1 Node
8 10003 拔刀斩 1 2 1 7 1 2 0 1;25 7;3 1 CardIcon/Sslx_Card_Kamizn_Huikan_v01 -1 -1 3 MeleeAttack
33 10028 凿击 1 1 6 1 1 1 0 1;6 5;1 1 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 2 MeleeAttack
34 10029 断腿 0 2 37;11 3;1 0 0 0 37;11 3;1 2 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 1 Self
35 10030 提取 1 1 46 0 0 0 0 46 0 2 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 1 Self
36 10033 10032 血虱 1 2 2 1;9 49 8;3 1 1 0 1 0 0 1 1;9 49 8;5 1 2 3 额外造成2层流血 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 3 1 MeleeAttack Self
37 10033 血锯 1 2 1;9 8;3 1 1 0 1;9 8;5 2 额外造成2层流血 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 3 MeleeAttack
38 10034 抽血术 2 3 1;47 15;10 3 1 0 1;47;33 15;10;2 2 费用-2 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 2 Throw
39 10036 10035 等价交换 抽血刀 1 2 2 3 1;47 50 15;10 14 0 0 0 1;47;33 51 15;10;2 14 2 费用-2 施加流血层数伤害 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 1 Self
40 1001 10036 挥砍 等价交换 1 1 2 1 48;16 6 5;5 1 0 1 0 0 1 48;16;12 6 5;5;2 1 2 抽两张牌 CardIcon/Sslx_Card_Kamizn_Huikan_v01 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 3 1 MeleeAttack Self
41 1002 10037 飞镖 杀戮 1 0 2 1 52 4 0 1 4 5_1 1 0 1 52 4 0 1 2 CardIcon/Sslx_Card_Kamizn_Huikan_v01 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 0 -1 0 -1 3 2 Missile Throw
42 1003 10038 护盾 献祭 1 1 2 2 48;11;12 5 5;2;2 0 0 0 1 2 48;11;12 5 5;3;3 2 1 +1能量,+1牌 CardIcon/Sslx_Card_Kamizn_Huikan_v01 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 1 Throw Self
43 1004 10040 烈风斩 再来一杯 2 1 1 14 2;40 0 12;-1 0 6_3 0 0 1 14;25 2;40 0;4 12;-1 1 2 附加4层火种 CardIcon/Sslx_Card_Kamizn_Huikan_v01 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 1 Self
44 10041 斩丝 0 1 1;45 4;0 1 1 0 1;45 4;0 1 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 2 MeleeAttack
45 10043 专注仇恨 2 2 53 1 3 1 1 53 2 2 额外施加一层标记 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 2 Throw
46 10045 血滴子 2 2 43;14;9 0;0;3 1 5_1 0 43;14;9;1 0;0;3;9 2 对目标造成9点伤害 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 2 Missile
47 10048 血符咒 2 2 1;9 9;3 2 7_2 0 1;9;14 9;3;0 2 对伤害范围进行染色 CardIcon/Sslx_Card_Kamizn_Feibiao_v01 -1 -1 2 Throw
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