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Annotation For single_doc/三个绑定函数.md
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Annotation For single_doc/三个绑定函数.md

Lines of single_doc/三个绑定函数.md from check-in f5363a36f6 that are changed by the sequence of edits moving toward check-in 3deefdf78e:

                         1: # 三个绑定函数
                         2: 
                         3: ## PreSummon
                         4: 
                         5: ### 原型
                         6: 
                         7: Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])
                         8: 
f5363a36f6 2024-06-28    9: ~~~
f5363a36f6 2024-06-28   10: ● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
f5363a36f6 2024-06-28   11: 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
f5363a36f6 2024-06-28   12: ~~~
f5363a36f6 2024-06-28   13: 
                        14: ### 召唤类型的可选值
                        15: 
f5363a36f6 2024-06-28   16: ~~~
f5363a36f6 2024-06-28   17: --Summon Type --召唤类型
f5363a36f6 2024-06-28   18: SUMMON_TYPE_NORMAL		=0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)
f5363a36f6 2024-06-28   19: SUMMON_TYPE_ADVANCE		=0x11000000 --上级召唤
f5363a36f6 2024-06-28   20: SUMMON_TYPE_DUAL		=0x12000000	--再度召唤(二重)
f5363a36f6 2024-06-28   21: SUMMON_TYPE_FLIP		=0x20000000	--翻转召唤
f5363a36f6 2024-06-28   22: SUMMON_TYPE_SPECIAL		=0x40000000	--特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)
f5363a36f6 2024-06-28   23: SUMMON_TYPE_FUSION		=0x43000000	--融合召唤
f5363a36f6 2024-06-28   24: SUMMON_TYPE_RITUAL		=0x45000000	--仪式召唤
f5363a36f6 2024-06-28   25: SUMMON_TYPE_SYNCHRO		=0x46000000	--同调召唤
f5363a36f6 2024-06-28   26: SUMMON_TYPE_XYZ			=0x49000000	--超量召唤
f5363a36f6 2024-06-28   27: SUMMON_TYPE_PENDULUM	=0x4a000000 --灵摆召唤
f5363a36f6 2024-06-28   28: SUMMON_TYPE_LINK		=0x4c000000 --连接召唤
f5363a36f6 2024-06-28   29: ~~~
                        30: 
                        31: ### 从哪个区域特召到场上的可选值
                        32: 
                        33: ~~~
                        34: LOCATION_DECK		=0x01		--卡组
                        35: LOCATION_HAND		=0x02		--手牌
                        36: LOCATION_MZONE		=0x04		--主要怪兽区(0~4)+额外怪兽区(5~6)
                        37: LOCATION_SZONE		=0x08		--魔陷区(0~4)+场地区(5)
                        38: LOCATION_GRAVE		=0x10		--墓地
                        39: LOCATION_REMOVED	=0x20		--除外区
                        40: LOCATION_EXTRA		=0x40		--额外
                        41: LOCATION_OVERLAY	=0x80		--超量素材
                        42: LOCATION_ONFIELD	=0x0c		--场上(LOCATION_MZONE+LOCATION_SZONE)
                        43: ~~~
                        44: 
                        45: ## PreEquip
                        46: 
                        47: ### 原型
                        48: 
                        49: Debug.PreEquip(装备魔法卡, 怪兽卡)
                        50: 
                        51: ~~~
                        52: ● bool Debug.PreEquip(Card equip_card, Card target)
                        53: 为 target 添加装备 equip_card ,返回值表示是否成功
                        54: ~~~
                        55: 
                        56: ## PreSetTarget
                        57: 
                        58: ### 原型
                        59: 
                        60: Debug.PreSetTarget(保护卡, 被保护的卡)
                        61: 
                        62: ~~~
                        63: ● void Debug.PreSetTarget(Card c, Card target)
                        64: 把 target 选为 c 的永续对象
                        65: ~~~
                        66: 
                        67: ### 补充
                        68: 
                        69: 必须在布局完成之后再使用。