Overview
Comment: | 0.0.2545 |
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580b09114c1c190e4241d1e57997c4f9 |
User & Date: | 顽雨沉风 on 2023-09-09 03:27:57 |
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Context
2023-09-09
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03:30 | 0.0.2546 check-in: 4ee6c17ee4 user: 顽雨沉风 tags: trunk | |
03:27 | 0.0.2545 check-in: 580b09114c user: 顽雨沉风 tags: trunk | |
03:13 | 0.0.2544 check-in: e1b217bace user: 顽雨沉风 tags: trunk | |
Changes
Modified single_doc/三个绑定函数.html from [df99a18179] to [49de687709].
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29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 | <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> | > > | | | > > > > > > > > > > > > > > > > > | | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | | > > > > > > > > | | > > | 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 | <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> <script> document.onclick = function(event) { var target = event.target if (target.tagName == "PRE" |
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Modified single_doc/三个绑定函数.md from [7af8520fe2] to [3ec482bb5e].
1 2 3 4 5 6 7 8 9 10 11 12 | % 三个绑定函数 # PreSummon Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上]) <details> <summary> 补充 </summary> ~~~ | | | | | | | | | | | | | | | | > > | | > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > | | > > > > > > > > > > > > > > > | | > > > > > | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 | % 三个绑定函数 # PreSummon Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上]) <details> <summary> 补充 </summary> ~~~ ● 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 ~~~ </details> 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 <details> <summary> 补充 </summary> ~~~ --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 ~~~ </details> 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 <details> <summary> 补充 </summary> ~~~ 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) ~~~ </details> 可参考 X-LV-48 。 # PreEquip Debug.PreEquip(装备卡, 怪兽卡) <details> <summary> 补充 </summary> ~~~ ● 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 ~~~ </details> 可参考 NH-04 。 # PreSetTarget Debug.PreSetTarget(保护卡, 被保护的卡) <details> <summary> 补充 </summary> ~~~ ● void Debug.PreSetTarget(Card c, Card target) 把 target 选为 c 的永续对象 ~~~ </details> 可参考 NH-04 。 |