DELETED single/0.lua Index: single/0.lua ================================================================== --- single/0.lua +++ /dev/null @@ -1,46 +0,0 @@ ---[[message -新手教学 -]] - -Debug.SetAIName("顽雨沉风") -Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI,4) -Debug.SetPlayerInfo(0,8000,0,0) -Debug.SetPlayerInfo(1,1000,0,0) -Debug.AddCard(53927679,0,0,LOCATION_HAND,0,POS_FACEDOWN) -local g02=Debug.AddCard(89631139,0,0,LOCATION_MZONE,2,POS_FACEUP_ATTACK) - - - -local m1=Debug.AddCard(65741786,0,0,LOCATION_MZONE,3,POS_FACEUP_ATTACK) -Debug.PreSummon(m1, SUMMON_TYPE_LINK, LOCATION_EXTRA) -local m2=Debug.AddCard(65741786,0,0,LOCATION_MZONE,1,POS_FACEUP_ATTACK) -Debug.PreSummon(m2, SUMMON_TYPE_LINK, LOCATION_EXTRA) - -Debug.AddCard(21887175,0,0,LOCATION_EXTRA,0,POS_FACEDOWN) - -local m3 = Debug.AddCard(27548199,0,0,LOCATION_MZONE,0,POS_FACEUP_ATTACK) -local s3 = Debug.AddCard(65741786,0,0,LOCATION_GRAVE,0,POS_FACEUP) - -local e1=Effect.CreateEffect(m3) -e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) -e1:SetCode(EVENT_PHASE_START+PHASE_DRAW) -e1:SetOperation(function(e,tp,eg,ep,ev,re,r,rp) - local c=e:GetHandler() - local te=c:GetActivateEffect() - c:CreateEffectRelation(te) - local tg=te:GetTarget() - local op=te:GetOperation() - if tg then tg(te,tp,eg,ep,ev,re,r,rp,1) end - if op then op(te,tp,eg,ep,ev,re,r,rp) end - c:ReleaseEffectRelation(te) -end) -Duel.RegisterEffect(e1,1) - - -local g12=Debug.AddCard(46986414,1,1,LOCATION_MZONE,2,POS_FACEUP_ATTACK) -local g11=Debug.AddCard(46986414,1,1,LOCATION_MZONE,1,POS_FACEUP_DEFENSE) - -Debug.ReloadFieldEnd() -aux.BeginPuzzle() - ---~ Debug.PreSetTarget(m3, s3) ADDED single_doc/三个绑定函数.html Index: single_doc/三个绑定函数.html ================================================================== --- /dev/null +++ single_doc/三个绑定函数.html @@ -0,0 +1,88 @@ + + +
+ + + +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
+sum_type的可选值:
+--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
+●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
+●void Debug.PreSetTarget(Card c, Card target) +把target选为c的永续对象
+ + + ADDED single_doc/三个绑定函数.md Index: single_doc/三个绑定函数.md ================================================================== --- /dev/null +++ single_doc/三个绑定函数.md @@ -0,0 +1,55 @@ +% 三个绑定函数 + +# PreSummon + +Debug.PreSummon(卡, 召唤类型[, 从哪个区域特召到场上]) + +