游戏王残局简化版

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Differences From Artifact [17d27607c5]:

To Artifact [98e177fe56]:


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    end
  end
do
  local h1
  --~ “调该效果”的效果
  function s["_开局洗牌抽牌"](u1)
    Duel.ShuffleDeck(0)
    --~ 抽卡之数
    Duel.Draw(0, h1, REASON_RULE)
    u1:Reset()
    end
  function s["开局洗牌抽牌"](u1)
    local h2


    s["开局洗牌抽牌之数"] = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)
    h1 = u1
    h2:SetOperation(s["_开局洗牌抽牌"])
    Duel.RegisterEffect(h2, 0)
    end
  end
function s.["不被连锁"]()
  Duel.SetChainLimit(aux.FALSE)
  return true







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    end
  end
do
  local h1
  --~ “调该效果”的效果
  function s["_开局洗牌抽牌"](u1)
    Duel.ShuffleDeck(0)

    Duel.Draw(0, h1, REASON_RULE)
    u1:Reset()
    end
  function s["开局洗牌抽牌"](u1)
    local h2
    --~ 抽卡之数
    h1 = u1
    s["开局洗牌抽牌之数"] = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)

    h2:SetOperation(s["_开局洗牌抽牌"])
    Duel.RegisterEffect(h2, 0)
    end
  end
function s.["不被连锁"]()
  Duel.SetChainLimit(aux.FALSE)
  return true
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        Debug.ShowHint(h1)
      else
        Debug.ShowHint(h2)
        end
      end
    end
  function s["通关之邀"]()
    local h1, h2
    --~ 效果
    h1 = Effect.GlobalEffect()
    h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h1:SetCode(EVENT_DAMAGE)
    h1:SetCondition(s["_通关之邀"])
    h1:SetOperation(aux.NULL)
    Duel.RegisterEffect(h1, 0)







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        Debug.ShowHint(h1)
      else
        Debug.ShowHint(h2)
        end
      end
    end
  function s["通关之邀"]()
    local h1
    --~ 效果
    h1 = Effect.GlobalEffect()
    h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h1:SetCode(EVENT_DAMAGE)
    h1:SetCondition(s["_通关之邀"])
    h1:SetOperation(aux.NULL)
    Duel.RegisterEffect(h1, 0)
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      else
        return true
        end
      end
    end
  end
do

  --~ “调该效果”的效果
  --~ “调该效果”的玩家
  function h2(u2, u3)
    local h3
    --~ 玩家选定的牌
    h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
    Duel.SendtoHand(h3, nil, REASON_RULE)
    u2:Reset()
    end
  function s["开局选牌入手"](u1)
    local h1, h2
    str["开局选牌入手之数"] = u1


    --~ 效果
    h1 = Effect.GlobalEffect()
    h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h1:SetCode(EVENT_ADJUST)
    h1:SetCondition(aux.TRUE)
    --~ 调该效果的效果
    --~ 调该效果的玩家
    function h2(u2, u3)
      local h3
      --~ 玩家选定的牌
      h3 = Duel.SelectMatchingCard(u3, Card.IsAbleToHand, u3, LOCATION_DECK, 0, u1, u1, nil)
      Duel.SendtoHand(h3, nil, REASON_RULE)
      u2:Reset()
      end
    h1:SetOperation(h2)
    Duel.RegisterEffect(h1, 0)
    end
  end
function s["禁格"](u1)
  local h1
  s["禁格之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()







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      else
        return true
        end
      end
    end
  end
do
  local h1
  --~ “调该效果”的效果
  --~ “调该效果”的玩家
  function s["_开局选牌入手"](u1, u2)
    local h2
    --~ 玩家选定的牌
    h2 = Duel.SelectMatchingCard(u2, Card.IsAbleToHand, u2, LOCATION_DECK, 0, h1, h1, nil)
    Duel.SendtoHand(h2, nil, REASON_RULE)
    u1:Reset()
    end
  function s["开局选牌入手"](u1)
    local h2
    s["开局选牌入手之数"] = u1
    --~ 开局选牌入手之数
    h1 = u1
    --~ 效果
    h2 = Effect.GlobalEffect()
    h2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    h2:SetCode(EVENT_ADJUST)
    h2:SetCondition(aux.TRUE)









    h2:SetOperation(s["_开局选牌入手"])
    Duel.RegisterEffect(h2, 0)
    end
  end
function s["禁格"](u1)
  local h1
  s["禁格之数"] = u1
  --~ 效果
  h1 = Effect.GlobalEffect()