游戏王残局简化版

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Differences From Artifact [73887b02f8]:

To Artifact [b88b22d013]:


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    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
s.["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
do
  local h1, h2
  --~ 原解邀请
  h1 = "残局群181175613"







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    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
s["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
do
  local h1, h2
  --~ 原解邀请
  h1 = "残局群181175613"
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    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)
    end
  end
s.["是否效牌"] = function(card)
  for i = 1, #s["效牌之类排"] do
    if Card.IsType(card, s["效牌之类排"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #s["无效灵摆怪兽之卡编排"] do







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    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)
    end
  end
s["是否效牌"] = function(card)
  for i = 1, #s["效牌之类排"] do
    if Card.IsType(card, s["效牌之类排"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #s["无效灵摆怪兽之卡编排"] do
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        Duel.SendtoDeck(card, u2, 0, REASON_RULE)
      else
        Debug.ShowHint(h1)
        u1:Reset()
        end
      end
    end
  s.["印牌"] = function(u1, u2, u3)
    local h5, h6
    h3 = u2
    h4 = u3 or u2
    Debug.ShowHint("点击对方额外牌组可以进行印牌。\n手牌只能印 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 张")
    h5 = Effect.CreateEffect(u1)
    h5:SetType(EFFECT_TYPE_IGNITION)
    h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
    h5:SetTarget(s["不被连锁"])
    h5:SetRange(LOCATION_EXTRA)
    h5:SetOperation(s["_印牌"])
    u1:RegisterEffect(h5)
    end
  end
s.["开局之示"] = function()
  local h1, h2, h3
  --~ 此局效牌之数
  h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
  --~ 超量材组
  h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for u1 in aux.Next(h3) do
    if s["是否效牌"](u1) then







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        Duel.SendtoDeck(card, u2, 0, REASON_RULE)
      else
        Debug.ShowHint(h1)
        u1:Reset()
        end
      end
    end
  s["印牌"] = function(u1, u2, u3)
    local h5, h6
    h3 = u2
    h4 = u3 or u2
    Debug.ShowHint("点击对方额外牌组可以进行印牌。\n手牌只能印 " .. u2 .. " 张。\n最多可以印 " .. u3 .. " 张")
    h5 = Effect.CreateEffect(u1)
    h5:SetType(EFFECT_TYPE_IGNITION)
    h5:SetProperty(EFFECT_FLAG_BOTH_SIDE + EFFECT_FLAG_UNCOPYABLE + EFFECT_FLAG_CANNOT_NEGATE + EFFECT_FLAG_CANNOT_DISABLE)
    h5:SetTarget(s["不被连锁"])
    h5:SetRange(LOCATION_EXTRA)
    h5:SetOperation(s["_印牌"])
    u1:RegisterEffect(h5)
    end
  end
s["开局之示"] = function()
  local h1, h2, h3
  --~ 此局效牌之数
  h2 = Duel.GetMatchingGroupCount(s["是否效牌"], 0, s["全区"], s["全区"], nil)
  --~ 超量材组
  h3 = Duel.GetOverlayGroup(0, LOCATION_MZONE, LOCATION_MZONE)
  for u1 in aux.Next(h3) do
    if s["是否效牌"](u1) then