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User & Date: 顽雨沉风 on 2023-10-03 04:53:51
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2023-10-03
06:50
0.0.2571 check-in: 2bad0202f9 user: 顽雨沉风 tags: trunk
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Modified script/三个绑定函数.html from [9b0f08f903] to [6626e9cdf6].

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  <!--[if lt IE 9]>
    <script src="//cdnjs.cloudflare.com/ajax/libs/html5shiv/3.7.3/html5shiv-printshiv.min.js"></script>
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</head>
<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><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>
<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)







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  <!--[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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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><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>
<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(装备魔法卡, 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>
<details>
<summary>
警告
</summary>
<p>必须在布局完成之后再使用。</p>
</details>
<p>可参考 NH-04 。</p>

<script>

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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"

Modified script/三个绑定函数.md from [33ce37b957] to [2e7f917876].

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% 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

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# 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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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







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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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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)







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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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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(装备魔法卡, 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>

<details>
<summary>
警告
</summary>

必须在布局完成之后再使用。

</details>

可参考 NH-04 。







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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 。