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関数/Card

Last-modified: 2016-04-30 (土) 15:52:21
関数名構文
Card.AddCounter( card, countertype, count, singly = false ) -> boolean
Card.AddMonsterAttribute?( card, attribute, race, level, atk, def ) -> nil
Card.AssumeProperty( card, assume_type, assume_value ) -> nil
Card.CancelCardTarget( card, rcard ) -> nil
Card.CancelToGrave( card, cancel = true ) -> nil
Card.CheckActivateEffect( card, neglect_con, neglect_cost, copy_info ) -> Effect | [Effect, Group, number, number, Effect, number, number]
Card.CheckEquipTarget( card, target = nil ) -> boolean
Card.CheckFusionMaterial( card, group = 0, cg = 0, chkf = PLAYER_NONE ) -> boolean
Card.CheckRemoveOverlayCard( card, playerid, count, reason ) -> boolean
Card.CheckUniqueOnField( card, check_player, check_location = LOCATION_ONFIELD ) -> boolean
Card.ClearEffectRelation( card ) -> nil
Card.CompleteProcedure( card ) -> nil
Card.CopyEffect( card, code, reset, count = nil ) -> number
Card.CreateEffectRelation( card, effect ) -> nil
Card.CreateRelation( card, rcard, reset ) -> nil
Card.EnableCounterPermit( card, countertype, prange = nil ) -> nil
Card.EnableDualState( card ) -> nil
Card.EnableReviveLimit( card ) -> nil
Card.EnableUnsummonable( card ) -> nil
Card.GetActivateEffect( card ) -> ...
Card.GetAttack( card ) -> number
Card.GetAttackAnnouncedCount( card ) -> number
Card.GetAttackableTarget( card ) -> [Group, boolean]
Card.GetAttackedCount( card ) -> number
Card.GetAttackedGroup( card ) -> Group
Card.GetAttackedGroupCount( card ) -> number
Card.GetAttribute( card ) -> number
Card.GetBaseAttack( card ) -> number
Card.GetBaseDefence( card ) -> number
Card.GetBattlePosition( card ) -> number
Card.GetBattleTarget( card ) -> Card
Card.GetBattledGroup( card ) -> Group
Card.GetBattledGroupCount( card ) -> number
Card.GetCardTarget( card ) -> Group
Card.GetCardTargetCount( card ) -> number
Card.GetCode( card ) -> number | [number, number]
Card.GetControler( card ) -> number
Card.GetCounter( card, countertype ) -> number
Card.GetDefence( card ) -> number
Card.GetDestination( card ) -> number
Card.GetEffectCount( card, code ) -> number
Card.GetEquipCount( card ) -> number
Card.GetEquipGroup( card ) -> Group
Card.GetEquipTarget( card ) -> Card
Card.GetFieldID( card ) -> number
Card.GetFirstCardTarget( card ) -> Card
Card.GetFlagEffect( card, code ) -> number
Card.GetFlagEffectLabel( card, code ) -> ...
Card.GetFusionCode( card ) -> ...
Card.GetLeaveFieldDest( card ) -> number
Card.GetLeftScale( card ) -> number
Card.GetLevel( card ) -> number
Card.GetLocation( card ) -> number
Card.GetMaterial( card ) -> Group
Card.GetMaterialCount( card ) -> number
Card.GetOriginalAttribute( card ) -> number
Card.GetOriginalCode( card ) -> number
Card.GetOriginalCodeRule( card ) -> [number, number, number]
Card.GetOriginalLeftScale( card ) -> number
Card.GetOriginalLevel( card ) -> number
Card.GetOriginalRace( card ) -> number
Card.GetOriginalRank( card ) -> number
Card.GetOriginalRightScale( card ) -> number
Card.GetOriginalType( card ) -> number
Card.GetOverlayCount( card ) -> number
Card.GetOverlayGroup( card ) -> Group
Card.GetOverlayTarget( card ) -> Card
Card.GetOwner( card ) -> number
Card.GetOwnerTarget( card ) -> Group
Card.GetOwnerTargetCount( card ) -> number
Card.GetPosition( card ) -> number
Card.GetPreviousAttackOnField( card ) -> number
Card.GetPreviousAttributeOnField( card ) -> number
Card.GetPreviousCodeOnField( card ) -> number | [number, number]
Card.GetPreviousControler( card ) -> number
Card.GetPreviousDefenceOnField( card ) -> number
Card.GetPreviousEquipTarget( card ) -> Card
Card.GetPreviousLevelOnField( card ) -> number
Card.GetPreviousLocation( card ) -> number
Card.GetPreviousPosition( card ) -> number
Card.GetPreviousRaceOnField( card ) -> number
Card.GetPreviousRankOnField( card ) -> number
Card.GetPreviousSequence( card ) -> number
Card.GetPreviousTypeOnField( card ) -> number
Card.GetRace( card ) -> number
Card.GetRank( card ) -> number
Card.GetRealFieldID( card ) -> number
Card.GetReason( card ) -> number
Card.GetReasonCard( card ) -> Card
Card.GetReasonEffect( card ) -> Effect
Card.GetReasonPlayer( card ) -> number
Card.GetRightScale( card ) -> number
Card.GetRitualLevel( card, scard ) -> number
Card.GetSequence( card ) -> number
Card.GetSummonLocation( card ) -> number
Card.GetSummonPlayer( card ) -> number
Card.GetSummonType( card ) -> number
Card.GetSynchroLevel( card, scard ) -> number
Card.GetTextAttack( card ) -> number
Card.GetTextDefence( card ) -> number
Card.GetTributeRequirement( card ) -> [number, number]
Card.GetTurnCounter( card ) -> number
Card.GetTurnID( card ) -> number
Card.GetType( card ) -> number
Card.GetUnionCount( card ) -> number
Card.IsAbleToChangeControler( card ) -> boolean
Card.IsAbleToDeck( card ) -> boolean
Card.IsAbleToDeckAsCost( card ) -> boolean
Card.IsAbleToDeckOrExtraAsCost( card ) -> boolean
Card.IsAbleToExtra( card ) -> boolean
Card.IsAbleToExtraAsCost( card ) -> boolean
Card.IsAbleToGrave( card ) -> boolean
Card.IsAbleToGraveAsCost( card ) -> boolean
Card.IsAbleToHand( card ) -> boolean
Card.IsAbleToHandAsCost( card ) -> boolean
Card.IsAbleToRemove( card, p = reason_player ) -> boolean
Card.IsAbleToRemoveAsCost( card ) -> boolean
Card.IsAttackAbove( card, atk ) -> boolean
Card.IsAttackBelow( card, atk ) -> boolean
Card.IsAttackPos( card ) -> boolean
Card.IsAttackable( card ) -> boolean
Card.IsAttribute( card, tattrib ) -> boolean
Card.IsCanAddCounter( card, countertype, count, singly = false ) -> boolean
Card.IsCanBeBattleTarget( card, bcard ) -> boolean
Card.IsCanBeEffectTarget( card, effect = reason_effect ) -> boolean
Card.IsCanBeFusionMaterial( card, fcard = 0, ign = false ) -> boolean
Card.IsCanBeRitualMaterial( card, scard ) -> boolean
Card.IsCanBeSpecialSummoned( card, effect, sumtype, sumplayer, nocheck, nolimit, sumpos = POS_FACEUP, toplayer = sumplayer ) -> boolean
Card.IsCanBeSynchroMaterial( card, scard = 0, tuner = 0 ) -> boolean
Card.IsCanBeXyzMaterial( card, scard ) -> boolean
Card.IsCanRemoveCounter( card, playerid, countertype, count, reason ) -> boolean
Card.IsCanTurnSet( card ) -> boolean
Card.IsChainAttackable( card, ac = 2, monsteronly = false ) -> boolean
Card.IsCode( card, args... ) -> boolean
Card.IsControler( card, con ) -> boolean
Card.IsControlerCanBeChanged( card ) -> boolean
Card.IsDefenceAbove( card, def ) -> boolean
Card.IsDefenceBelow( card, def ) -> boolean
Card.IsDefencePos( card ) -> boolean
Card.IsDestructable( card, effect = 0 ) -> boolean
Card.IsDirectAttacked( card ) -> boolean
Card.IsDisabled( card ) -> boolean
Card.IsDiscardable( card, reason = REASON_COST ) -> boolean
Card.IsDualState( card ) -> boolean
Card.IsFacedown( card ) -> boolean
Card.IsFaceup( card ) -> boolean
Card.IsForbidden( card ) -> boolean
Card.IsFusionCode( card, args... ) -> ...
Card.IsFusionSetCard( card, set_code ) -> boolean
Card.IsHasCardTarget( card, rcard ) -> boolean
Card.IsHasEffect( card, code ) -> boolean
Card.IsImmuneToEffect( card, effect ) -> boolean
Card.IsLevelAbove( card, lvl ) -> boolean
Card.IsLevelBelow( card, lvl ) -> boolean
Card.IsLocation( card, loc ) -> boolean
Card.IsMSetable( card, ign, effect, minc = 0 ) -> boolean
Card.IsNotTuner( card ) -> boolean
Card.IsOnField( card ) -> boolean
Card.IsPosition( card, pos ) -> boolean
Card.IsPreviousLocation( card, loc ) -> boolean
Card.IsPreviousPosition( card, pos ) -> boolean
Card.IsPreviousSetCard( card, set_code ) -> boolean
Card.IsPublic( card ) -> boolean
Card.IsRace( card, trace ) -> boolean
Card.IsRankAbove( card, rnk ) -> boolean
Card.IsRankBelow( card, rnk ) -> boolean
Card.IsReason( card, treason ) -> boolean
Card.IsRelateToBattle( card ) -> boolean
Card.IsRelateToCard( card, rcard ) -> boolean
Card.IsRelateToChain( card, chain_count ) -> boolean
Card.IsRelateToEffect( card, effect ) -> boolean
Card.IsReleasable( card ) -> boolean
Card.IsReleasableByEffect( card ) -> boolean
Card.IsSSetable( card, ign = false ) -> boolean
Card.IsSetCard( card, set_code ) -> boolean
Card.IsSpecialSummonable( card ) -> boolean
Card.IsStatus( card, tstatus ) -> boolean
Card.IsSummonable( card, ign, effect, minc = 0 ) -> boolean
Card.IsSummonableCard( card ) -> boolean
Card.IsSynchroSummonable( card, tuner, mg = 0 ) -> boolean
Card.IsType( card, ttype ) -> boolean
Card.IsXyzLevel( card, xyzcard, lv ) -> boolean
Card.IsXyzSummonable( card, materials, minc = 0, maxc = 0 ) -> boolean
Card.RegisterEffect( card, effect, forced = false ) -> number
Card.RegisterFlagEffect( card, code, reset, flag, count, lab = 0, desc = 0 ) -> Effect
Card.ReleaseEffectRelation( card, effect ) -> nil
Card.ReleaseRelation( card, rcard ) -> nil
Card.RemoveCounter( card, rplayer, countertype, count, reason ) -> boolean
Card.RemoveOverlayCard( card, playerid, min, max, reason ) -> boolean
Card.ReplaceEffect( card, code, reset, count = nil ) -> number
Card.ResetEffect( card, code, type ) -> nil
Card.ResetFlagEffect( card, code ) -> nil
Card.ResetNegateEffect( card, args... ) -> nil
Card.ReverseInDeck( card ) -> nil
Card.SetCardTarget( card, ocard ) -> nil
Card.SetCounterLimit( card, countertype, limit ) -> nil
Card.SetFlagEffectLabel( card, code, lab ) -> boolean
Card.SetHint( card, type, value ) -> nil
Card.SetMaterial( card, group ) -> nil
Card.SetSPSummonOnce( card, spsummon_code ) -> nil
Card.SetStatus( card, tstatus, enable ) -> nil
Card.SetTurnCounter( card, ct ) -> nil
Card.SetUniqueOnField( card, unique_pos[0], unique_pos[1], unique_code, location = LOCATION_ONFIELD ) -> nil
Card.TrapMonsterComplete?( card, extra_type ) -> nil