1cea8ec3df 2024-01-21 顽雨沉风: # 三个绑定函数
1cea8ec3df 2024-01-21 顽雨沉风: ## PreSummon
1cea8ec3df 2024-01-21 顽雨沉风: ### 原型
1cea8ec3df 2024-01-21 顽雨沉风: Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])
1cea8ec3df 2024-01-21 顽雨沉风: ***
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ● void Debug.PreSummon(Card c, int sum_type[, int sum_location=0])
1cea8ec3df 2024-01-21 顽雨沉风: 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
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ### 召唤类型的可选值
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_NORMAL
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_ADVANCE
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_DUAL
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_FLIP
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_SPECIAL
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_FUSION
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_RITUAL
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_SYNCHRO
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_XYZ
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_PENDULUM
1cea8ec3df 2024-01-21 顽雨沉风: 1. SUMMON_TYPE_LINK
1cea8ec3df 2024-01-21 顽雨沉风: ***
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: --Summon Type --召唤类型
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_NORMAL =0x10000000 --通常召唤(EFFECT_SUMMON_PROC,EFFECT_SET_PROC 可用 Value 修改數值)
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_ADVANCE =0x11000000 --上级召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_DUAL =0x12000000 --再度召唤(二重)
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_FLIP =0x20000000 --翻转召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_SPECIAL =0x40000000 --特殊召唤(EFFECT_SPSUMMON_PROC,EFFECT_SPSUMMON_PROC_G 可用 Value 修改數值)
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_FUSION =0x43000000 --融合召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_RITUAL =0x45000000 --仪式召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_SYNCHRO =0x46000000 --同调召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_XYZ =0x49000000 --超量召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_PENDULUM =0x4a000000 --灵摆召唤
1cea8ec3df 2024-01-21 顽雨沉风: SUMMON_TYPE_LINK =0x4c000000 --连接召唤
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ### 从哪个区域特召到场上的可选值
1cea8ec3df 2024-01-21 顽雨沉风: 1. LOCATION_DECK
1cea8ec3df 2024-01-21 顽雨沉风: 1. LOCATION_HAND
1cea8ec3df 2024-01-21 顽雨沉风: 1. LOCATION_GRAVE
1cea8ec3df 2024-01-21 顽雨沉风: 1. LOCATION_REMOVED
1cea8ec3df 2024-01-21 顽雨沉风: 1. LOCATION_EXTRA
1cea8ec3df 2024-01-21 顽雨沉风: ***
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_DECK =0x01 --卡组
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_HAND =0x02 --手牌
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_MZONE =0x04 --主要怪兽区(0~4)+额外怪兽区(5~6)
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_SZONE =0x08 --魔陷区(0~4)+场地区(5)
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_GRAVE =0x10 --墓地
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_REMOVED =0x20 --除外区
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_EXTRA =0x40 --额外
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_OVERLAY =0x80 --超量素材
1cea8ec3df 2024-01-21 顽雨沉风: LOCATION_ONFIELD =0x0c --场上(LOCATION_MZONE+LOCATION_SZONE)
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ### 补充
1cea8ec3df 2024-01-21 顽雨沉风: 可参考 X-LV-48 。
1cea8ec3df 2024-01-21 顽雨沉风: ## PreEquip
1cea8ec3df 2024-01-21 顽雨沉风: ### 原型
1cea8ec3df 2024-01-21 顽雨沉风: Debug.PreEquip(装备魔法卡, 怪兽卡)
1cea8ec3df 2024-01-21 顽雨沉风: ***
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ● bool Debug.PreEquip(Card equip_card, Card target)
1cea8ec3df 2024-01-21 顽雨沉风: 为 target 添加装备 equip_card ,返回值表示是否成功
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ### 补充
1cea8ec3df 2024-01-21 顽雨沉风: 1. 可参考 NH-04
1cea8ec3df 2024-01-21 顽雨沉风: 1. 不能以怪兽装备怪兽
1cea8ec3df 2024-01-21 顽雨沉风: ## PreSetTarget
1cea8ec3df 2024-01-21 顽雨沉风: ### 原型
1cea8ec3df 2024-01-21 顽雨沉风: Debug.PreSetTarget(保护卡, 被保护的卡)
1cea8ec3df 2024-01-21 顽雨沉风: ***
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ● void Debug.PreSetTarget(Card c, Card target)
1cea8ec3df 2024-01-21 顽雨沉风: 把 target 选为 c 的永续对象
1cea8ec3df 2024-01-21 顽雨沉风: ~~~
1cea8ec3df 2024-01-21 顽雨沉风: ### 补充
1cea8ec3df 2024-01-21 顽雨沉风: 1. 必须在布局完成之后再使用。
1cea8ec3df 2024-01-21 顽雨沉风: 1. 可参考 NH-04 。