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Comment:0.0.2589
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User & Date: 顽雨沉风 on 2023-10-03 09:50:57
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2023-10-04
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0.0.2590 check-in: a0c2de510d user: 顽雨沉风 tags: trunk
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Deleted script/三个绑定函数.html version [6626e9cdf6].

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<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#三个绑定函数" id="toc-三个绑定函数"><span class="toc-section-number">1</span> 三个绑定函数</a>
<ul>
<li><a href="#presummon" id="toc-presummon"><span class="toc-section-number">1.1</span> PreSummon</a>
<ul>
<li><a href="#原型" id="toc-原型"><span class="toc-section-number">1.1.1</span> 原型</a></li>
<li><a href="#召唤类型的可选值" id="toc-召唤类型的可选值"><span class="toc-section-number">1.1.2</span> 召唤类型的可选值</a></li>
<li><a href="#从哪个区域特召到场上的可选值" id="toc-从哪个区域特召到场上的可选值"><span class="toc-section-number">1.1.3</span>
从哪个区域特召到场上的可选值</a></li>
<li><a href="#补充" id="toc-补充"><span class="toc-section-number">1.1.4</span> 补充</a></li>
</ul></li>
<li><a href="#preequip" id="toc-preequip"><span class="toc-section-number">1.2</span> PreEquip</a>
<ul>
<li><a href="#原型-1" id="toc-原型-1"><span class="toc-section-number">1.2.1</span> 原型</a></li>
<li><a href="#补充-1" id="toc-补充-1"><span class="toc-section-number">1.2.2</span> 补充</a></li>
</ul></li>
<li><a href="#presettarget" id="toc-presettarget"><span class="toc-section-number">1.3</span> PreSetTarget</a>
<ul>
<li><a href="#原型-2" id="toc-原型-2"><span class="toc-section-number">1.3.1</span> 原型</a></li>
<li><a href="#补充-2" id="toc-补充-2"><span class="toc-section-number">1.3.2</span> 补充</a></li>
</ul></li>
</ul></li>
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<h1 data-number="1" id="三个绑定函数"><span class="header-section-number">1</span> 三个绑定函数</h1>
<h2 data-number="1.1" id="presummon"><span class="header-section-number">1.1</span> PreSummon</h2>
<h3 data-number="1.1.1" id="原型"><span class="header-section-number">1.1.1</span> 原型</h3>
<p>Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])</p>
<hr />
<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>
<h3 data-number="1.1.2" id="召唤类型的可选值"><span class="header-section-number">1.1.2</span> 召唤类型的可选值</h3>
<ol type="1">
<li><p>SUMMON_TYPE_NORMAL</p></li>
<li><p>SUMMON_TYPE_ADVANCE</p></li>
<li><p>SUMMON_TYPE_DUAL</p></li>
<li><p>SUMMON_TYPE_FLIP</p></li>
<li><p>SUMMON_TYPE_SPECIAL</p></li>
<li><p>SUMMON_TYPE_FUSION</p></li>
<li><p>SUMMON_TYPE_RITUAL</p></li>
<li><p>SUMMON_TYPE_SYNCHRO</p></li>
<li><p>SUMMON_TYPE_XYZ</p></li>
<li><p>SUMMON_TYPE_PENDULUM</p></li>
<li><p>SUMMON_TYPE_LINK</p></li>
</ol>
<hr />
<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>
<h3 data-number="1.1.3" id="从哪个区域特召到场上的可选值"><span class="header-section-number">1.1.3</span>
从哪个区域特召到场上的可选值</h3>
<ol type="1">
<li><p>LOCATION_DECK</p></li>
<li><p>LOCATION_HAND</p></li>
<li><p>LOCATION_GRAVE</p></li>
<li><p>LOCATION_REMOVED</p></li>
<li><p>LOCATION_EXTRA</p></li>
</ol>
<hr />
<pre><code>LOCATION_DECK       =0x01       --卡组

LOCATION_HAND       =0x02       --手牌

LOCATION_MZONE      =0x04       --主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE      =0x08       --魔陷区(0~4)+场地区(5)

LOCATION_GRAVE      =0x10       --墓地

LOCATION_REMOVED    =0x20       --除外区

LOCATION_EXTRA      =0x40       --额外

LOCATION_OVERLAY    =0x80       --超量素材

LOCATION_ONFIELD    =0x0c       --场上(LOCATION_MZONE+LOCATION_SZONE)</code></pre>
<h3 data-number="1.1.4" id="补充"><span class="header-section-number">1.1.4</span> 补充</h3>
<p>可参考 X-LV-48 。</p>
<h2 data-number="1.2" id="preequip"><span class="header-section-number">1.2</span> PreEquip</h2>
<h3 data-number="1.2.1" id="原型-1"><span class="header-section-number">1.2.1</span> 原型</h3>
<p>Debug.PreEquip(装备魔法卡, 怪兽卡)</p>
<hr />
<pre><code>● 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</code></pre>
<h3 data-number="1.2.2" id="补充-1"><span class="header-section-number">1.2.2</span> 补充</h3>
<ol type="1">
<li><p>可参考 NH-04</p></li>
<li><p>不能以怪兽装备怪兽</p></li>
</ol>
<h2 data-number="1.3" id="presettarget"><span class="header-section-number">1.3</span> PreSetTarget</h2>
<h3 data-number="1.3.1" id="原型-2"><span class="header-section-number">1.3.1</span> 原型</h3>
<p>Debug.PreSetTarget(保护卡, 被保护的卡)</p>
<hr />
<pre><code>● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象</code></pre>
<h3 data-number="1.3.2" id="补充-2"><span class="header-section-number">1.3.2</span> 补充</h3>
<ol type="1">
<li><p>必须在布局完成之后再使用。</p></li>
<li><p>可参考 NH-04 。</p></li>
</ol>
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Deleted script/三个绑定函数.md version [2e7f917876].

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# 三个绑定函数

## PreSummon

### 原型

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

***

~~~
● 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
~~~

### 召唤类型的可选值

1. SUMMON_TYPE_NORMAL

1. SUMMON_TYPE_ADVANCE

1. SUMMON_TYPE_DUAL

1. SUMMON_TYPE_FLIP

1. SUMMON_TYPE_SPECIAL

1. SUMMON_TYPE_FUSION

1. SUMMON_TYPE_RITUAL

1. SUMMON_TYPE_SYNCHRO

1. SUMMON_TYPE_XYZ

1. SUMMON_TYPE_PENDULUM

1. SUMMON_TYPE_LINK

***

~~~
--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
~~~

### 从哪个区域特召到场上的可选值

1. LOCATION_DECK

1. LOCATION_HAND

1. LOCATION_GRAVE

1. LOCATION_REMOVED

1. LOCATION_EXTRA

***

~~~
LOCATION_DECK		=0x01		--卡组

LOCATION_HAND		=0x02		--手牌

LOCATION_MZONE		=0x04		--主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE		=0x08		--魔陷区(0~4)+场地区(5)

LOCATION_GRAVE		=0x10		--墓地

LOCATION_REMOVED	=0x20		--除外区

LOCATION_EXTRA		=0x40		--额外

LOCATION_OVERLAY	=0x80		--超量素材

LOCATION_ONFIELD	=0x0c		--场上(LOCATION_MZONE+LOCATION_SZONE)
~~~

### 补充

可参考 X-LV-48 。

## PreEquip

### 原型

Debug.PreEquip(装备魔法卡, 怪兽卡)

***

~~~
● 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
~~~

### 补充

1. 可参考 NH-04

1. 不能以怪兽装备怪兽

## PreSetTarget

### 原型

Debug.PreSetTarget(保护卡, 被保护的卡)

***

~~~
● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象
~~~

### 补充

1. 必须在布局完成之后再使用。

1. 可参考 NH-04 。
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<li><a href="#三个绑定函数" id="toc-三个绑定函数"><span class="toc-section-number">1</span> 三个绑定函数</a>
<ul>
<li><a href="#presummon" id="toc-presummon"><span class="toc-section-number">1.1</span> PreSummon</a>
<ul>
<li><a href="#原型" id="toc-原型"><span class="toc-section-number">1.1.1</span> 原型</a></li>
<li><a href="#召唤类型的可选值" id="toc-召唤类型的可选值"><span class="toc-section-number">1.1.2</span> 召唤类型的可选值</a></li>
<li><a href="#从哪个区域特召到场上的可选值" id="toc-从哪个区域特召到场上的可选值"><span class="toc-section-number">1.1.3</span>
从哪个区域特召到场上的可选值</a></li>
<li><a href="#补充" id="toc-补充"><span class="toc-section-number">1.1.4</span> 补充</a></li>
</ul></li>
<li><a href="#preequip" id="toc-preequip"><span class="toc-section-number">1.2</span> PreEquip</a>
<ul>
<li><a href="#原型-1" id="toc-原型-1"><span class="toc-section-number">1.2.1</span> 原型</a></li>
<li><a href="#补充-1" id="toc-补充-1"><span class="toc-section-number">1.2.2</span> 补充</a></li>
</ul></li>
<li><a href="#presettarget" id="toc-presettarget"><span class="toc-section-number">1.3</span> PreSetTarget</a>
<ul>
<li><a href="#原型-2" id="toc-原型-2"><span class="toc-section-number">1.3.1</span> 原型</a></li>
<li><a href="#补充-2" id="toc-补充-2"><span class="toc-section-number">1.3.2</span> 补充</a></li>
</ul></li>
</ul></li>
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<h1 data-number="1" id="三个绑定函数"><span class="header-section-number">1</span> 三个绑定函数</h1>
<h2 data-number="1.1" id="presummon"><span class="header-section-number">1.1</span> PreSummon</h2>
<h3 data-number="1.1.1" id="原型"><span class="header-section-number">1.1.1</span> 原型</h3>
<p>Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])</p>
<hr />
<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>
<h3 data-number="1.1.2" id="召唤类型的可选值"><span class="header-section-number">1.1.2</span> 召唤类型的可选值</h3>
<ol type="1">
<li><p>SUMMON_TYPE_NORMAL</p></li>
<li><p>SUMMON_TYPE_ADVANCE</p></li>
<li><p>SUMMON_TYPE_DUAL</p></li>
<li><p>SUMMON_TYPE_FLIP</p></li>
<li><p>SUMMON_TYPE_SPECIAL</p></li>
<li><p>SUMMON_TYPE_FUSION</p></li>
<li><p>SUMMON_TYPE_RITUAL</p></li>
<li><p>SUMMON_TYPE_SYNCHRO</p></li>
<li><p>SUMMON_TYPE_XYZ</p></li>
<li><p>SUMMON_TYPE_PENDULUM</p></li>
<li><p>SUMMON_TYPE_LINK</p></li>
</ol>
<hr />
<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>
<h3 data-number="1.1.3" id="从哪个区域特召到场上的可选值"><span class="header-section-number">1.1.3</span>
从哪个区域特召到场上的可选值</h3>
<ol type="1">
<li><p>LOCATION_DECK</p></li>
<li><p>LOCATION_HAND</p></li>
<li><p>LOCATION_GRAVE</p></li>
<li><p>LOCATION_REMOVED</p></li>
<li><p>LOCATION_EXTRA</p></li>
</ol>
<hr />
<pre><code>LOCATION_DECK       =0x01       --卡组

LOCATION_HAND       =0x02       --手牌

LOCATION_MZONE      =0x04       --主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE      =0x08       --魔陷区(0~4)+场地区(5)

LOCATION_GRAVE      =0x10       --墓地

LOCATION_REMOVED    =0x20       --除外区

LOCATION_EXTRA      =0x40       --额外

LOCATION_OVERLAY    =0x80       --超量素材

LOCATION_ONFIELD    =0x0c       --场上(LOCATION_MZONE+LOCATION_SZONE)</code></pre>
<h3 data-number="1.1.4" id="补充"><span class="header-section-number">1.1.4</span> 补充</h3>
<p>可参考 X-LV-48 。</p>
<h2 data-number="1.2" id="preequip"><span class="header-section-number">1.2</span> PreEquip</h2>
<h3 data-number="1.2.1" id="原型-1"><span class="header-section-number">1.2.1</span> 原型</h3>
<p>Debug.PreEquip(装备魔法卡, 怪兽卡)</p>
<hr />
<pre><code>● 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</code></pre>
<h3 data-number="1.2.2" id="补充-1"><span class="header-section-number">1.2.2</span> 补充</h3>
<ol type="1">
<li><p>可参考 NH-04</p></li>
<li><p>不能以怪兽装备怪兽</p></li>
</ol>
<h2 data-number="1.3" id="presettarget"><span class="header-section-number">1.3</span> PreSetTarget</h2>
<h3 data-number="1.3.1" id="原型-2"><span class="header-section-number">1.3.1</span> 原型</h3>
<p>Debug.PreSetTarget(保护卡, 被保护的卡)</p>
<hr />
<pre><code>● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象</code></pre>
<h3 data-number="1.3.2" id="补充-2"><span class="header-section-number">1.3.2</span> 补充</h3>
<ol type="1">
<li><p>必须在布局完成之后再使用。</p></li>
<li><p>可参考 NH-04 。</p></li>
</ol>
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# 三个绑定函数

## PreSummon

### 原型

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

***

~~~
● 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
~~~

### 召唤类型的可选值

1. SUMMON_TYPE_NORMAL

1. SUMMON_TYPE_ADVANCE

1. SUMMON_TYPE_DUAL

1. SUMMON_TYPE_FLIP

1. SUMMON_TYPE_SPECIAL

1. SUMMON_TYPE_FUSION

1. SUMMON_TYPE_RITUAL

1. SUMMON_TYPE_SYNCHRO

1. SUMMON_TYPE_XYZ

1. SUMMON_TYPE_PENDULUM

1. SUMMON_TYPE_LINK

***

~~~
--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
~~~

### 从哪个区域特召到场上的可选值

1. LOCATION_DECK

1. LOCATION_HAND

1. LOCATION_GRAVE

1. LOCATION_REMOVED

1. LOCATION_EXTRA

***

~~~
LOCATION_DECK		=0x01		--卡组

LOCATION_HAND		=0x02		--手牌

LOCATION_MZONE		=0x04		--主要怪兽区(0~4)+额外怪兽区(5~6)

LOCATION_SZONE		=0x08		--魔陷区(0~4)+场地区(5)

LOCATION_GRAVE		=0x10		--墓地

LOCATION_REMOVED	=0x20		--除外区

LOCATION_EXTRA		=0x40		--额外

LOCATION_OVERLAY	=0x80		--超量素材

LOCATION_ONFIELD	=0x0c		--场上(LOCATION_MZONE+LOCATION_SZONE)
~~~

### 补充

可参考 X-LV-48 。

## PreEquip

### 原型

Debug.PreEquip(装备魔法卡, 怪兽卡)

***

~~~
● 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
~~~

### 补充

1. 可参考 NH-04

1. 不能以怪兽装备怪兽

## PreSetTarget

### 原型

Debug.PreSetTarget(保护卡, 被保护的卡)

***

~~~
● void Debug.PreSetTarget(Card c, Card target)

把 target 选为 c 的永续对象
~~~

### 补充

1. 必须在布局完成之后再使用。

1. 可参考 NH-04 。