--散华·玉玺之殇 local m=33701338 local cm=_G["c"..m] function cm.initial_effect(c) c:SetUniqueOnField(1,0,m) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --Effect Draw local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e2:SetCode(EVENT_PREDRAW) e2:SetRange(LOCATION_SZONE) e2:SetCountLimit(1) e2:SetCondition(cm.pdrcon) e2:SetOperation(cm.pdrop) c:RegisterEffect(e2) local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e3:SetCode(EVENT_DRAW) e3:SetRange(LOCATION_SZONE) e3:SetCountLimit(1) e3:SetCondition(cm.condition) e3:SetOperation(cm.operation) c:RegisterEffect(e3) end function cm.pdrcon(e,tp,eg,ep,ev,re,r,rp) return Duel.GetTurnPlayer()~=tp end function cm.pdrop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local ct=Duel.GetDrawCount(1-tp) if Duel.SelectYesNo(1-tp,aux.Stringid(m,0)) then --Effect Draw local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_DRAW_COUNT) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetRange(LOCATION_SZONE) e1:SetTargetRange(0,1) e1:SetValue(ct+1) e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_DRAW) c:RegisterEffect(e1) end end function cm.condition(e,tp,eg,ep,ev,re,r,rp) return ep~=tp end function cm.operation(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_CARD,0,m) local c=e:GetHandler() local m1={} local n1={} local ct=1 local op=1 m1[ct]=aux.Stringid(m,0) n1[ct]=1 ct=ct+1 m1[ct]=aux.Stringid(m,1) n1[ct]=2 ct=ct+1 local sp=Duel.SelectOption(tp,table.unpack(m1)) op=n1[sp+1] if op==1 then local ct=2 if Duel.GetCurrentPhase()==PHASE_DRAW then ct=5 end Duel.DiscardDeck(ep,ct,REASON_EFFECT) else local ct=2000 if Duel.GetCurrentPhase()==PHASE_DRAW then ct=5000 end Duel.Recover(tp,eg:GetCount()*ct,REASON_EFFECT) end end