Lines of single_doc/三个绑定函数.md from check-in 4ee6c17ee4 that are changed by the sequence of edits moving toward check-in 8f3a6c70d8:
1: % 三个绑定函数
2:
3: # PreSummon
4:
5: Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])
6:
7: <details>
8: <summary>
9: 补充
10: </summary>
11:
12: ~~~
13: ● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
14: 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
15: ~~~
16:
17: </details>
18:
19: 召唤类型的可选值:
20:
21: 1. SUMMON_TYPE_NORMAL
22: 1. SUMMON_TYPE_ADVANCE
23: 1. SUMMON_TYPE_DUAL
24: 1. SUMMON_TYPE_FLIP
25: 1. SUMMON_TYPE_SPECIAL
26: 1. SUMMON_TYPE_FUSION
27: 1. SUMMON_TYPE_RITUAL
28: 1. SUMMON_TYPE_SYNCHRO
29: 1. SUMMON_TYPE_XYZ
30: 1. SUMMON_TYPE_PENDULUM
31: 1. SUMMON_TYPE_LINK
32:
33: <details>
34: <summary>
35: 补充
36: </summary>
37:
38: ~~~
39: --Summon Type --召唤类型
40: SUMMON_TYPE_NORMAL =0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)
41: SUMMON_TYPE_ADVANCE =0x11000000 --上级召唤
42: SUMMON_TYPE_DUAL =0x12000000 --再度召唤(二重)
43: SUMMON_TYPE_FLIP =0x20000000 --翻转召唤
44: SUMMON_TYPE_SPECIAL =0x40000000 --特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)
45: SUMMON_TYPE_FUSION =0x43000000 --融合召唤
46: SUMMON_TYPE_RITUAL =0x45000000 --仪式召唤
47: SUMMON_TYPE_SYNCHRO =0x46000000 --同调召唤
48: SUMMON_TYPE_XYZ =0x49000000 --超量召唤
49: SUMMON_TYPE_PENDULUM =0x4a000000 --灵摆召唤
50: SUMMON_TYPE_LINK =0x4c000000 --连接召唤
51: ~~~
52:
53: </details>
54:
55: 从哪个区域特召到场上的可选值:
56:
57: 1. LOCATION_DECK
58: 1. LOCATION_HAND
59: 1. LOCATION_GRAVE
60: 1. LOCATION_REMOVED
61: 1. LOCATION_EXTRA
62:
63: <details>
64: <summary>
65: 补充
66: </summary>
67:
68: ~~~
69: LOCATION_DECK =0x01 --卡组
70: LOCATION_HAND =0x02 --手牌
71: LOCATION_MZONE =0x04 --主要怪兽区(0~4)+额外怪兽区(5~6)
72: LOCATION_SZONE =0x08 --魔陷区(0~4)+场地区(5)
73: LOCATION_GRAVE =0x10 --墓地
74: LOCATION_REMOVED =0x20 --除外区
75: LOCATION_EXTRA =0x40 --额外
76: LOCATION_OVERLAY =0x80 --超量素材
77: LOCATION_ONFIELD =0x0c --场上(LOCATION_MZONE+LOCATION_SZONE)
78: ~~~
79:
80: </details>
81:
82: 可参考 X-LV-48 。
83:
84: # PreEquip
85:
4ee6c17ee4 2023-09-09 86: Debug.PreEquip(装备卡, 怪兽卡)
87:
88: <details>
89: <summary>
90: 补充
91: </summary>
92:
93: ~~~
94: ● bool Debug.PreEquip(Card equip_card, Card target)
95: 为 target 添加装备 equip_card ,返回值表示是否成功
96: ~~~
97:
98: </details>
99:
100: 可参考 NH-04 。
101:
102: # PreSetTarget
103:
104: Debug.PreSetTarget(保护卡, 被保护的卡)
105:
106: <details>
107: <summary>
108: 补充
109: </summary>
110:
111: ~~~
112: ● void Debug.PreSetTarget(Card c, Card target)
113: 把 target 选为 c 的永续对象
114: ~~~
115:
116: </details>
117:
118: <details>
119: <summary>
120: 警告
121: </summary>
122:
123: 必须在布局完成之后再使用。
124:
125: </details>
126:
127: 可参考 NH-04 。