游戏王残局简化版

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Differences From Artifact [9566632690]:

To Artifact [e0e5b879de]:


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  28363749,
  19474136,
  17390179,
  83980492,
  }
d["数_所有区域"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
do
  local k1
  --~ 这一局所适用规则的对

  k1 = {
    [3] = "大师规则三(2014) ",
    [4] = "新大师规则(2017) ",
    [5] = "大师规则(2020) ",
    }
  f["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 数_这一局的模式







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  28363749,
  19474136,
  17390179,
  83980492,
  }
d["数_所有区域"] = LOCATION_HAND + LOCATION_MZONE + LOCATION_SZONE + LOCATION_GRAVE + LOCATION_REMOVED + LOCATION_DECK + LOCATION_EXTRA
do

  --~ 这一局所适用规则的对
  local k1
  k1 = {
    [3] = "大师规则三(2014) ",
    [4] = "新大师规则(2017) ",
    [5] = "大师规则(2020) ",
    }
  f["Debug.ReloadFieldBegin"] = _G.Debug.ReloadFieldBegin
  --~ 数_这一局的模式
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    end
  end
f["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
f["是否有效果卡"] = function(card)
  for i = 1, #d["排_效果卡之类型"] do
    if Card.IsType(card, d["排_效果卡之类型"][i]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for i = 1, #d["排_非效果灵摆怪兽之卡片编号"] do
      if Card.IsCode(card, d["排_非效果灵摆怪兽之卡片编号"][i]) then
        return false
      else
        end
      end
    return true
    end
  end
do
  --~ 量_开局选卡入手的数量
  local k1
  --~ 所调用这个效果的效果
  --~ 所调用这个效果的玩家
  f["_开局选卡入手"] = function(o1, o2)
    local k2
    --~ 卡_玩家选定的卡

    k2 = Duel.SelectMatchingCard(o2, Card.IsAbleToHand, o2, LOCATION_DECK, 0, k1, k1, nil)


    Duel.SendtoHand(k2, nil, REASON_RULE)

    o1:Reset()

    end

  f["开局选卡入手"] = function(o1)

    local k2
    d["量_选卡"] = o1
    k1 = o1
    --~ 效果
    k2 = Effect.GlobalEffect()
    k2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    k2:SetCode(EVENT_ADJUST)
    k2:SetCondition(aux.TRUE)
    k2:SetOperation(f["_开局选卡入手"])
    Duel.RegisterEffect(k2, 0)
    end







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    end
  end
f["不被连锁"] = function()
  Duel.SetChainLimit(aux.FALSE)
  return true
  end
f["是否有效果卡"] = function(card)
  for k1 = 1, #d["排_效果卡之类型"] do
    if Card.IsType(card, d["排_效果卡之类型"][k1]) then
      return true
      end
    end
  if Card.IsType(card, TYPE_PENDULUM) then
    for k1 = 1, #d["排_非效果灵摆怪兽之卡片编号"] do
      if Card.IsCode(card, d["排_非效果灵摆怪兽之卡片编号"][k1]) then
        return false
      else
        end
      end
    return true
    end
  end
do
  --~ 量_开局选卡入手的数量
  local k1
  --~ 效果_所调用这个效果的效果
  --~ 玩家_所调用这个效果的玩家
  f["_开局选卡入手"] = function(o1, o2)

    --~ 卡_玩家选定的卡
    local k2
    k2 = Duel.SelectMatchingCard(o2, Card.IsAbleToHand, o2, LOCATION_DECK, 0, k1, k1, nil)
    local o2
    local k1
    Duel.SendtoHand(k2, nil, REASON_RULE)
    local k2
    o1:Reset()
    local o1
    end
  --~ 量_开局选卡入手的数量
  f["开局选卡入手"] = function(o1)
    --~ 效果
    local k2
    d["量_选卡"] = o1
    k1 = o1

    k2 = Effect.GlobalEffect()
    k2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
    k2:SetCode(EVENT_ADJUST)
    k2:SetCondition(aux.TRUE)
    k2:SetOperation(f["_开局选卡入手"])
    Duel.RegisterEffect(k2, 0)
    end