游戏王残局简化版

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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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<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>
<li><a href="#preequip" id="toc-preequip"><span class="toc-section-number">2</span> PreEquip</a></li>
<li><a href="#presettarget" id="toc-presettarget"><span class="toc-section-number">3</span> PreSetTarget</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>召唤类型的可选值:</p>
<ol type="1">
<li>SUMMON_TYPE_NORMAL</li>
<li>SUMMON_TYPE_ADVANCE</li>
<li>SUMMON_TYPE_DUAL</li>
<li>SUMMON_TYPE_FLIP</li>
<li>SUMMON_TYPE_SPECIAL</li>
<li>SUMMON_TYPE_FUSION</li>
<li>SUMMON_TYPE_RITUAL</li>
<li>SUMMON_TYPE_SYNCHRO</li>
<li>SUMMON_TYPE_XYZ</li>
<li>SUMMON_TYPE_PENDULUM</li>
<li>SUMMON_TYPE_LINK</li>
</ol>
<details>
<summary>
补充
</summary>
<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>
</details>
<p>从哪个区域特召到场上的可选值:</p>
<ol type="1">
<li>LOCATION_DECK</li>
<li>LOCATION_HAND</li>
<li>LOCATION_GRAVE</li>
<li>LOCATION_REMOVED</li>
<li>LOCATION_EXTRA</li>
</ol>
<details>
<summary>
补充
</summary>
<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>
</details>
<p>可参考 X-LV-48 。</p>
<h1 data-number="2" id="preequip"><span class="header-section-number">2</span> PreEquip</h1>
<p>Debug.PreEquip(装备卡, 怪兽卡)</p>
<details>
<summary>
补充
</summary>
<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>
</details>
<p>可参考 NH-04 。</p>
<h1 data-number="3" id="presettarget"><span class="header-section-number">3</span> PreSetTarget</h1>
<p>Debug.PreSetTarget(保护卡, 被保护的卡)</p>
<details>
<summary>
补充
</summary>
<pre><code>● void Debug.PreSetTarget(Card c, Card target)
把 target 选为 c 的永续对象</code></pre>
</details>
<p>可参考 NH-04 。</p>
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