Overview
Comment: | 0.0.2570 |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA3-256: |
90cc8e032c13b41919068de5e6a397b2 |
User & Date: | 顽雨沉风 on 2023-10-03 04:53:51 |
Other Links: | manifest | tags |
Context
2023-10-03
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06:50 | 0.0.2571 check-in: 2bad0202f9 user: 顽雨沉风 tags: trunk | |
04:53 | 0.0.2570 check-in: 90cc8e032c user: 顽雨沉风 tags: trunk | |
04:44 | 0.0.2569 check-in: 571477930b user: 顽雨沉风 tags: trunk | |
Changes
Modified script/三个绑定函数.html from [9b0f08f903] to [6626e9cdf6].
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17 18 19 20 21 22 23 | font-size: inherit; width: 0.8em; margin: 0 0.8em 0.2em -1.6em; vertical-align: middle; } .display.math{display: block; text-align: center; margin: 0.5rem auto;} </style> | | < < < > > | > > > > > > > | > > > > | > > > > > > | > | < < < < | | < < < | 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 | font-size: inherit; width: 0.8em; margin: 0 0.8em 0.2em -1.6em; vertical-align: middle; } .display.math{display: block; text-align: center; margin: 0.5rem auto;} </style> <style type="text/css">@media screen and (min-aspect-ratio:1/1) {html {background-color: f8f8f8;background-image:linear-gradient(45deg, #eee 25%, transparent 25%, transparent 75%, #eee 75%), linear-gradient(45deg, #eee 25%, transparent 25%, transparent 75%, #eee 75%);background-size: 8px 8px;background-position: 0 0, 16px 8px;}body {border: solid #a0a0a0 1px ;border-radius: 20px ;padding: 26px ;margin: 16px ;color: #101010 ;background: linear-gradient(to right, #efefefff, #efefeffc);padding: 2em 11%;line-height: 2.1em;box-shadow: 0px 0px 1px rgba(160, 160, 160, 1), 0px 0px 1px rgba(160, 160, 160, 1);}}h1,h2,h3,h4,h5,h6 {font-size: 1.5em;color: #3F5770;border-bottom: 1px solid #dddddd;margin: 1.2em 0em;}a {list-style: none;border-right: 0.3em solid #5183C466;border-left: 0.3em solid #5183C466;padding: 0.2em 0.4em;margin-bottom: 0.2em;margin-top: 0.3em;background-color: white;text-decoration-color: blue;border-radius: 0.2em;}a:visited {color: blue;text-decoration-color: white;}a:active {color: red;}nav ul li {margin: 1.2em 0em;}p::before {}p {margin: 1.2em 0;}.title {background-color: white;font-size: 2em;text-align: center;}b {background-color: white;list-style: none;border-right: 0.3em solid #5183C466;border-left: 0.3em solid #5183C466;padding: 0.2em 0.4em;margin-bottom: 0.2em;margin-top: 0.3em;border-radius: 0.2em;}details {border-bottom: 1px solid #dddddd;}details > summary {list-style: none;border-right: 0.3em solid #5183C466;border-left: 0.3em solid #5183C466;padding: 0.2em 0.4em;margin-bottom: 0.2em;margin-top: 0.3em;outline: none;border-radius: 0.2em;}pre {background: #f6f6f6;border-left: 0.5em solid #ccc;padding: 0.4em;border-radius: 0.2em;overflow-wrap:break-word;}pre:active {color: red;}code {font-family: "Verdana";}button {background: #ffffff;color: #20894d;}button:active {color: red;}</style> <!--[if lt IE 9]> <script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script> <![endif]--> </head> <body> <nav id="TOC" role="doc-toc"> <ul> <li><a href="#三个绑定函数" id="toc-三个绑定函数"><span class="toc-section-number">1</span> 三个绑定函数</a> <ul> <li><a href="#presummon" id="toc-presummon"><span class="toc-section-number">1.1</span> PreSummon</a> <ul> <li><a href="#原型" id="toc-原型"><span class="toc-section-number">1.1.1</span> 原型</a></li> <li><a href="#召唤类型的可选值" id="toc-召唤类型的可选值"><span class="toc-section-number">1.1.2</span> 召唤类型的可选值</a></li> <li><a href="#从哪个区域特召到场上的可选值" id="toc-从哪个区域特召到场上的可选值"><span class="toc-section-number">1.1.3</span> 从哪个区域特召到场上的可选值</a></li> <li><a href="#补充" id="toc-补充"><span class="toc-section-number">1.1.4</span> 补充</a></li> </ul></li> <li><a href="#preequip" id="toc-preequip"><span class="toc-section-number">1.2</span> PreEquip</a> <ul> <li><a href="#原型-1" id="toc-原型-1"><span class="toc-section-number">1.2.1</span> 原型</a></li> <li><a href="#补充-1" id="toc-补充-1"><span class="toc-section-number">1.2.2</span> 补充</a></li> </ul></li> <li><a href="#presettarget" id="toc-presettarget"><span class="toc-section-number">1.3</span> PreSetTarget</a> <ul> <li><a href="#原型-2" id="toc-原型-2"><span class="toc-section-number">1.3.1</span> 原型</a></li> <li><a href="#补充-2" id="toc-补充-2"><span class="toc-section-number">1.3.2</span> 补充</a></li> </ul></li> </ul></li> </ul> </nav> <h1 data-number="1" id="三个绑定函数"><span class="header-section-number">1</span> 三个绑定函数</h1> <h2 data-number="1.1" id="presummon"><span class="header-section-number">1.1</span> PreSummon</h2> <h3 data-number="1.1.1" id="原型"><span class="header-section-number">1.1.1</span> 原型</h3> <p>Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上])</p> <hr /> <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> <h3 data-number="1.1.2" id="召唤类型的可选值"><span class="header-section-number">1.1.2</span> 召唤类型的可选值</h3> <ol type="1"> <li><p>SUMMON_TYPE_NORMAL</p></li> <li><p>SUMMON_TYPE_ADVANCE</p></li> <li><p>SUMMON_TYPE_DUAL</p></li> <li><p>SUMMON_TYPE_FLIP</p></li> <li><p>SUMMON_TYPE_SPECIAL</p></li> <li><p>SUMMON_TYPE_FUSION</p></li> <li><p>SUMMON_TYPE_RITUAL</p></li> <li><p>SUMMON_TYPE_SYNCHRO</p></li> <li><p>SUMMON_TYPE_XYZ</p></li> <li><p>SUMMON_TYPE_PENDULUM</p></li> <li><p>SUMMON_TYPE_LINK</p></li> </ol> <hr /> <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) |
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83 84 85 86 87 88 89 | 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> | | | | < < < | | > | < < < | > | > > | > | < < < | | < < < | < | > | 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 | 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> <h3 data-number="1.1.3" id="从哪个区域特召到场上的可选值"><span class="header-section-number">1.1.3</span> 从哪个区域特召到场上的可选值</h3> <ol type="1"> <li><p>LOCATION_DECK</p></li> <li><p>LOCATION_HAND</p></li> <li><p>LOCATION_GRAVE</p></li> <li><p>LOCATION_REMOVED</p></li> <li><p>LOCATION_EXTRA</p></li> </ol> <hr /> <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> <h3 data-number="1.1.4" id="补充"><span class="header-section-number">1.1.4</span> 补充</h3> <p>可参考 X-LV-48 。</p> <h2 data-number="1.2" id="preequip"><span class="header-section-number">1.2</span> PreEquip</h2> <h3 data-number="1.2.1" id="原型-1"><span class="header-section-number">1.2.1</span> 原型</h3> <p>Debug.PreEquip(装备魔法卡, 怪兽卡)</p> <hr /> <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> <h3 data-number="1.2.2" id="补充-1"><span class="header-section-number">1.2.2</span> 补充</h3> <ol type="1"> <li><p>可参考 NH-04</p></li> <li><p>不能以怪兽装备怪兽</p></li> </ol> <h2 data-number="1.3" id="presettarget"><span class="header-section-number">1.3</span> PreSetTarget</h2> <h3 data-number="1.3.1" id="原型-2"><span class="header-section-number">1.3.1</span> 原型</h3> <p>Debug.PreSetTarget(保护卡, 被保护的卡)</p> <hr /> <pre><code>● void Debug.PreSetTarget(Card c, Card target) 把 target 选为 c 的永续对象</code></pre> <h3 data-number="1.3.2" id="补充-2"><span class="header-section-number">1.3.2</span> 补充</h3> <ol type="1"> <li><p>必须在布局完成之后再使用。</p></li> <li><p>可参考 NH-04 。</p></li> </ol> <script> document.onclick = function(event) { var target = event.target if (target.tagName == "PRE" |
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Modified script/三个绑定函数.md from [33ce37b957] to [2e7f917876].
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| | | > > < < < < > < < | | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | # 三个绑定函数 ## PreSummon ### 原型 Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上]) *** ~~~ ● 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 ~~~ ### 召唤类型的可选值 1. SUMMON_TYPE_NORMAL 1. SUMMON_TYPE_ADVANCE 1. SUMMON_TYPE_DUAL |
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36 37 38 39 40 41 42 | 1. SUMMON_TYPE_XYZ 1. SUMMON_TYPE_PENDULUM 1. SUMMON_TYPE_LINK | < < < < > | 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 | 1. SUMMON_TYPE_XYZ 1. SUMMON_TYPE_PENDULUM 1. SUMMON_TYPE_LINK *** ~~~ --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 |
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67 68 69 70 71 72 73 | SUMMON_TYPE_XYZ =0x49000000 --超量召唤 SUMMON_TYPE_PENDULUM =0x4a000000 --灵摆召唤 SUMMON_TYPE_LINK =0x4c000000 --连接召唤 ~~~ | < < | < < < < > | 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 | SUMMON_TYPE_XYZ =0x49000000 --超量召唤 SUMMON_TYPE_PENDULUM =0x4a000000 --灵摆召唤 SUMMON_TYPE_LINK =0x4c000000 --连接召唤 ~~~ ### 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 *** ~~~ 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) |
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106 107 108 109 110 111 112 | LOCATION_EXTRA =0x40 --额外 LOCATION_OVERLAY =0x80 --超量素材 LOCATION_ONFIELD =0x0c --场上(LOCATION_MZONE+LOCATION_SZONE) ~~~ | < > | > > < < < < > < > | > > | > > < < < < > < | < < < < | < < | | 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 | LOCATION_EXTRA =0x40 --额外 LOCATION_OVERLAY =0x80 --超量素材 LOCATION_ONFIELD =0x0c --场上(LOCATION_MZONE+LOCATION_SZONE) ~~~ ### 补充 可参考 X-LV-48 。 ## PreEquip ### 原型 Debug.PreEquip(装备魔法卡, 怪兽卡) *** ~~~ ● 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 ~~~ ### 补充 1. 可参考 NH-04 1. 不能以怪兽装备怪兽 ## PreSetTarget ### 原型 Debug.PreSetTarget(保护卡, 被保护的卡) *** ~~~ ● void Debug.PreSetTarget(Card c, Card target) 把 target 选为 c 的永续对象 ~~~ ### 补充 1. 必须在布局完成之后再使用。 1. 可参考 NH-04 。 |