Royal
Activate only during your opponent's Standby Phase. Select 1 random card from your opponent's hand and look at it. Unless the selected card or a card with the same name is Normal Summoned or activated by the end of your next turn, inflict 1000 damage to your opponent. If the selected card or a card with the same name is Normal Summoned or activated by the end of your next turn, you take 1000 damage.
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(TIMING_STANDBY_PHASE)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
end
function s.condition(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetCurrentPhase() == PHASE_STANDBY and Duel.GetTurnPlayer() ~= tp
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.GetFieldGroupCount(1 - tp, LOCATION_HAND, 0) > 0
	end
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	if Duel.GetFieldGroupCount(1 - tp, LOCATION_HAND, 0) == 0 then
		return
	end
	local g = Duel.GetFieldGroup(1 - tp, LOCATION_HAND, 0):RandomSelect(tp, 1)
	local tc = g:GetFirst()
	Duel.ConfirmCards(tp, tc)
	Duel.ShuffleHand(1 - tp)
	local code = tc:GetCode()
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_PHASE + PHASE_END)
	e1:SetCountLimit(1)
	e1:SetCondition(s.damcon)
	e1:SetOperation(s.damop)
	e1:SetLabel(0)
	e1:SetReset(RESET_PHASE + PHASE_END, 2)
	Duel.RegisterEffect(e1, tp)
	local e2 = Effect.CreateEffect(e:GetHandler())
	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_SUMMON_SUCCESS)
	e2:SetOperation(s.damop2)
	e2:SetCountLimit(1)
	e2:SetLabelObject(e1)
	e2:SetLabel(code)
	e2:SetReset(RESET_PHASE + PHASE_END, 2)
	Duel.RegisterEffect(e2, tp)
	local e3 = Effect.CreateEffect(e:GetHandler())
	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e3:SetProperty(EFFECT_FLAG_DELAY)
	e3:SetCode(EVENT_CHAIN_SOLVING)
	e3:SetOperation(s.damop3)
	e3:SetCountLimit(1)
	e3:SetLabelObject(e1)
	e3:SetLabel(code)
	e3:SetReset(RESET_PHASE + PHASE_END, 2)
	Duel.RegisterEffect(e3, tp)
end
function s.damcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetTurnPlayer() == tp and e:GetLabel() == 0
end
function s.damop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Damage(1 - tp, 1000, REASON_EFFECT)
end
function s.damop2(e, tp, eg, ep, ev, re, r, rp)
	if eg:GetFirst():IsCode(e:GetLabel()) then
		Duel.Damage(tp, 1000, REASON_EFFECT)
		e:GetLabelObject():SetLabel(1)
	end
end
function s.damop3(e, tp, eg, ep, ev, re, r, rp)
	if re:GetHandler():IsCode(e:GetLabel()) then
		Duel.Damage(tp, 1000, REASON_EFFECT)
		e:GetLabelObject():SetLabel(1)
	end
end


Royal
Activate only during your opponent's Standby Phase. Select 1 random card from your opponent's hand and look at it. Unless the selected card or a card with the same name is Normal Summoned or activated by the end of your next turn, inflict 1000 damage to your opponent. If the selected card or a card with the same name is Normal Summoned or activated by the end of your next turn, you take 1000 damage.
-- Royal
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(TIMING_STANDBY_PHASE)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
end
function s.condition(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetCurrentPhase() == PHASE_STANDBY and Duel.GetTurnPlayer() ~= tp
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.GetFieldGroupCount(1 - tp, LOCATION_HAND, 0) > 0
	end
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	if Duel.GetFieldGroupCount(1 - tp, LOCATION_HAND, 0) == 0 then
		return
	end
	local g = Duel.GetFieldGroup(1 - tp, LOCATION_HAND, 0):RandomSelect(tp, 1)
	local tc = g:GetFirst()
	Duel.ConfirmCards(tp, tc)
	Duel.ShuffleHand(1 - tp)
	local code = tc:GetCode()
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_PHASE + PHASE_END)
	e1:SetCountLimit(1)
	e1:SetCondition(s.damcon)
	e1:SetOperation(s.damop)
	e1:SetLabel(0)
	e1:SetReset(RESET_PHASE + PHASE_END, 2)
	Duel.RegisterEffect(e1, tp)
	local e2 = Effect.CreateEffect(e:GetHandler())
	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_SUMMON_SUCCESS)
	e2:SetOperation(s.damop2)
	e2:SetCountLimit(1)
	e2:SetLabelObject(e1)
	e2:SetLabel(code)
	e2:SetReset(RESET_PHASE + PHASE_END, 2)
	Duel.RegisterEffect(e2, tp)
	local e3 = Effect.CreateEffect(e:GetHandler())
	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
	e3:SetProperty(EFFECT_FLAG_DELAY)
	e3:SetCode(EVENT_CHAIN_SOLVING)
	e3:SetOperation(s.damop3)
	e3:SetCountLimit(1)
	e3:SetLabelObject(e1)
	e3:SetLabel(code)
	e3:SetReset(RESET_PHASE + PHASE_END, 2)
	Duel.RegisterEffect(e3, tp)
end
function s.damcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.GetTurnPlayer() == tp and e:GetLabel() == 0
end
function s.damop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Damage(1 - tp, 1000, REASON_EFFECT)
end
function s.damop2(e, tp, eg, ep, ev, re, r, rp)
	if eg:GetFirst():IsCode(e:GetLabel()) then
		Duel.Damage(tp, 1000, REASON_EFFECT)
		e:GetLabelObject():SetLabel(1)
	end
end
function s.damop3(e, tp, eg, ep, ev, re, r, rp)
	if re:GetHandler():IsCode(e:GetLabel()) then
		Duel.Damage(tp, 1000, REASON_EFFECT)
		e:GetLabelObject():SetLabel(1)
	end
end

