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s["则"] = h1[u2]
else
s["则"] = h1[5]
end
s["Debug.ReloadFieldBegin"](u1, u2)
end
end
function s["开局洗牌抽牌"](u1)
local h1, h2
s["开局洗牌抽牌之数"] = u1
--~ 效果
h1 = Effect.GlobalEffect()
h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h1:SetCode(EVENT_ADJUST)
h1:SetCondition(aux.TRUE)
-- 随机抽牌
--~ 调该效果的效果
function h2(u2)
Duel.ShuffleDeck(0)
Duel.Draw(0, u1, REASON_RULE)
u2:Reset()
end
h1:SetOperation(h2)
Duel.RegisterEffect(h1, 0)
end
function s.["不被连锁"]()
Duel.SetChainLimit(aux.FALSE)
return true
end
do
local h1, h2
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s["则"] = h1[u2]
else
s["则"] = h1[5]
end
s["Debug.ReloadFieldBegin"](u1, u2)
end
end
do
function s["开局洗牌抽牌"](u1)
local h1, h2
s["开局洗牌抽牌之数"] = u1
--~ 效果
h1 = Effect.GlobalEffect()
h1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
h1:SetCode(EVENT_ADJUST)
h1:SetCondition(aux.TRUE)
-- 随机抽牌
--~ 调该效果的效果
function h2(u2)
Duel.ShuffleDeck(0)
Duel.Draw(0, u1, REASON_RULE)
u2:Reset()
end
h1:SetOperation(h2)
Duel.RegisterEffect(h1, 0)
end
end
function s.["不被连锁"]()
Duel.SetChainLimit(aux.FALSE)
return true
end
do
local h1, h2
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