游戏王残局简化版

Check-in [e1b217bace]
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Check-in [e1b217bace]

Overview
Comment:0.0.2544
Downloads: Tarball | ZIP archive | SQL archive
Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA3-256: e1b217bace15a80d46944603dc5eb414d4e14aae6945aed5b7094cce56da543e
User & Date: 顽雨沉风 on 2023-09-09 03:13:26
Other Links: manifest | tags
Context
2023-09-09
03:27
0.0.2545 check-in: 580b09114c user: 顽雨沉风 tags: trunk
03:13
0.0.2544 check-in: e1b217bace user: 顽雨沉风 tags: trunk
02:28
0.0.2543 check-in: d608be2cc6 user: 顽雨沉风 tags: trunk
Changes

Deleted single/0.lua version [89bfbead68].

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--[[message
新手教学
]]

Debug.SetAIName("顽雨沉风")
Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI,4)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,1000,0,0)
Debug.AddCard(53927679,0,0,LOCATION_HAND,0,POS_FACEDOWN)
local g02=Debug.AddCard(89631139,0,0,LOCATION_MZONE,2,POS_FACEUP_ATTACK)



local m1=Debug.AddCard(65741786,0,0,LOCATION_MZONE,3,POS_FACEUP_ATTACK)
Debug.PreSummon(m1, SUMMON_TYPE_LINK, LOCATION_EXTRA)
local m2=Debug.AddCard(65741786,0,0,LOCATION_MZONE,1,POS_FACEUP_ATTACK)
Debug.PreSummon(m2, SUMMON_TYPE_LINK, LOCATION_EXTRA)

Debug.AddCard(21887175,0,0,LOCATION_EXTRA,0,POS_FACEDOWN)

local m3 = Debug.AddCard(27548199,0,0,LOCATION_MZONE,0,POS_FACEUP_ATTACK)
local s3 = Debug.AddCard(65741786,0,0,LOCATION_GRAVE,0,POS_FACEUP)

local e1=Effect.CreateEffect(m3)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_PHASE_START+PHASE_DRAW)
e1:SetOperation(function(e,tp,eg,ep,ev,re,r,rp)
 local c=e:GetHandler()
 local te=c:GetActivateEffect()
 c:CreateEffectRelation(te)
 local tg=te:GetTarget()
 local op=te:GetOperation()
 if tg then tg(te,tp,eg,ep,ev,re,r,rp,1) end
 if op then op(te,tp,eg,ep,ev,re,r,rp) end
 c:ReleaseEffectRelation(te)
end)
Duel.RegisterEffect(e1,1)


local g12=Debug.AddCard(46986414,1,1,LOCATION_MZONE,2,POS_FACEUP_ATTACK)
local g11=Debug.AddCard(46986414,1,1,LOCATION_MZONE,1,POS_FACEUP_DEFENSE)

Debug.ReloadFieldEnd()
aux.BeginPuzzle()

--~ Debug.PreSetTarget(m3, s3)
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Added single_doc/三个绑定函数.html version [df99a18179].

















































































































































































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<!DOCTYPE html>
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  <title>三个绑定函数</title>
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<body>
<header id="title-block-header">
<h1 class="title">三个绑定函数</h1>
</header>
<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#presummon" id="toc-presummon"><span class="toc-section-number">1</span> PreSummon</a></li>
</ul>
</nav>
<h1 data-number="1" id="presummon"><span class="header-section-number">1</span> PreSummon</h1>
<p>Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])</p>
<details>
<summary>
补充
</summary>
<pre><code>●void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
设置卡片c的召唤信息:以 sum_type 方法(通常召唤、特殊召唤等)[从 sum_location]出场</code></pre>
</details>
<p>sum_type的可选值:</p>
<pre><code>--Summon Type --召唤类型
SUMMON_TYPE_NORMAL      =0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用Value修改數值)
SUMMON_TYPE_ADVANCE     =0x11000000 --上级召唤
SUMMON_TYPE_DUAL        =0x12000000 --再度召唤(二重)
SUMMON_TYPE_FLIP        =0x20000000 --翻转召唤
SUMMON_TYPE_SPECIAL     =0x40000000 --特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用Value修改數值)
SUMMON_TYPE_FUSION      =0x43000000 --融合召唤
SUMMON_TYPE_RITUAL      =0x45000000 --仪式召唤
SUMMON_TYPE_SYNCHRO     =0x46000000 --同调召唤
SUMMON_TYPE_XYZ         =0x49000000 --超量召唤
SUMMON_TYPE_PENDULUM    =0x4a000000 --灵摆召唤
SUMMON_TYPE_LINK        =0x4c000000 --连接召唤</code></pre>
<p>●bool Debug.PreEquip(Card equip_card, Card target)
为target添加装备equip_card ,返回值表示是否成功</p>
<p>●void Debug.PreSetTarget(Card c, Card target)
把target选为c的永续对象</p>
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Added single_doc/三个绑定函数.md version [7af8520fe2].















































































































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% 三个绑定函数

# PreSummon

Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])

<details>
<summary>
补充
</summary>

~~~
●void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
设置卡片c的召唤信息:以 sum_type 方法(通常召唤、特殊召唤等)[从 sum_location]出场
~~~

</details>

召唤类型的可选值:

1. SUMMON_TYPE_NORMAL		=0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用Value修改數值)
1. SUMMON_TYPE_ADVANCE		=0x11000000 --上级召唤
1. SUMMON_TYPE_DUAL		=0x12000000	--再度召唤(二重)
1. SUMMON_TYPE_FLIP		=0x20000000	--翻转召唤
1. SUMMON_TYPE_SPECIAL		=0x40000000	--特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用Value修改數值)
1. SUMMON_TYPE_FUSION		=0x43000000	--融合召唤
1. SUMMON_TYPE_RITUAL		=0x45000000	--仪式召唤
1. SUMMON_TYPE_SYNCHRO		=0x46000000	--同调召唤
1. SUMMON_TYPE_XYZ			=0x49000000	--超量召唤
1. SUMMON_TYPE_PENDULUM	=0x4a000000 --灵摆召唤
1. SUMMON_TYPE_LINK		=0x4c000000 --连接召唤


sum_type的可选值:

~~~
--Summon Type --召唤类型
SUMMON_TYPE_NORMAL		=0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用Value修改數值)
SUMMON_TYPE_ADVANCE		=0x11000000 --上级召唤
SUMMON_TYPE_DUAL		=0x12000000	--再度召唤(二重)
SUMMON_TYPE_FLIP		=0x20000000	--翻转召唤
SUMMON_TYPE_SPECIAL		=0x40000000	--特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用Value修改數值)
SUMMON_TYPE_FUSION		=0x43000000	--融合召唤
SUMMON_TYPE_RITUAL		=0x45000000	--仪式召唤
SUMMON_TYPE_SYNCHRO		=0x46000000	--同调召唤
SUMMON_TYPE_XYZ			=0x49000000	--超量召唤
SUMMON_TYPE_PENDULUM	=0x4a000000 --灵摆召唤
SUMMON_TYPE_LINK		=0x4c000000 --连接召唤
~~~

●bool Debug.PreEquip(Card equip_card, Card target)
为target添加装备equip_card ,返回值表示是否成功

●void Debug.PreSetTarget(Card c, Card target)
把target选为c的永续对象