name: 金満で謙虚な壺
card_text: このカード名のカードは1ターンに1枚しか発動できず、このカードを発動するターン、自分はカードの効果でドローできない。
  1:自分のEXデッキのカード3枚か6枚を裏側で除外して発動できる。
  除外した数だけ自分のデッキの上からカードをめくり、その中から1枚を選んで手札に加え、残りのカードを好きな順番でデッキの下に戻す。
  このカードの発動後、ターン終了時まで相手が受ける全てのダメージは半分になる。
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	if not s.gf then
  		s.gf = true
  		local ge1 = Effect.CreateEffect(c)
  		ge1:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_FIELD)
  		ge1:SetCode(EVENT_DRAW)
  		ge1:SetOperation(s.regop)
  		Duel.RegisterEffect(ge1, 0)
  	end
  end
  function s.regop(e, tp, eg, ep, ev, re, r, rp)
  	if r == REASON_EFFECT then
  		Duel.RegisterFlagEffect(ep, id, RESET_PHASE + PHASE_END, 0, 1)
  	end
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	e:SetLabel(100)
  	return true
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	local g = Duel.GetMatchingGroup(Card.IsAbleToRemoveAsCost, tp, LOCATION_EXTRA, 0, nil, POS_FACEDOWN)
  	local count = Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0)
  	local b1 = #g >= 3 and count >= 3 and Duel.GetDecktopGroup(tp, 3):IsExists(Card.IsAbleToHand, 1, nil)
  	local b2 = #g >= 6 and count >= 6 and Duel.GetDecktopGroup(tp, 6):IsExists(Card.IsAbleToHand, 1, nil)
  	if chk == 0 then
  		if e:GetLabel() ~= 100 then
  			return false
  		end
  		e:SetLabel(0)
  		return Duel.GetFlagEffect(tp, id) == 0 and (b1 or b2)
  	end
  	local op = 0
  	if b1 and b2 then
  		op = Duel.SelectOption(tp, aux.Stringid(id, 0), aux.Stringid(id, 1))
  	else
  		op = Duel.SelectOption(tp, aux.Stringid(id, 0))
  	end
  	local ct = op == 0 and 3 or 6
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
  	local rg = g:Select(tp, ct, ct, nil)
  	Duel.Remove(rg, POS_FACEDOWN, REASON_COST)
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(ct)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, 0, LOCATION_DECK)
  	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_CANNOT_DRAW)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET + EFFECT_FLAG_OATH)
  	e1:SetTargetRange(1, 0)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.ConfirmDecktop(p, d)
  	local g = Duel.GetDecktopGroup(p, d)
  	if #g > 0 then
  		Duel.DisableShuffleCheck()
  		Duel.Hint(HINT_SELECTMSG, p, HINTMSG_ATOHAND)
  		local sc = g:Select(p, 1, 1, nil):GetFirst()
  		if sc:IsAbleToHand() then
  			Duel.SendtoHand(sc, nil, REASON_EFFECT)
  			Duel.ConfirmCards(1 - p, sc)
  			Duel.ShuffleHand(p)
  		else
  			Duel.SendtoGrave(sc, REASON_RULE)
  		end
  	end
  	if #g > 1 then
  		Duel.SortDecktop(tp, tp, #g - 1)
  		for i = 1, #g - 1 do
  			local dg = Duel.GetDecktopGroup(tp, 1)
  			Duel.MoveSequence(dg:GetFirst(), SEQ_DECKBOTTOM)
  		end
  	end
  	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_CHANGE_DAMAGE)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetTargetRange(0, 1)
  	e1:SetValue(s.damval)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.damval(e, re, val, r, rp, rc)
  	return math.floor(val / 2)
  end
  
  
source_text: 金満で謙虚な壺
  このカード名のカードは1ターンに1枚しか発動できず、このカードを発動するターン、自分はカードの効果でドローできない。
  1:自分のEXデッキのカード3枚か6枚を裏側で除外して発動できる。
  除外した数だけ自分のデッキの上からカードをめくり、その中から1枚を選んで手札に加え、残りのカードを好きな順番でデッキの下に戻す。
  このカードの発動後、ターン終了時まで相手が受ける全てのダメージは半分になる。
target_text: -- 金満で謙虚な壺
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	if not s.gf then
  		s.gf = true
  		local ge1 = Effect.CreateEffect(c)
  		ge1:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_FIELD)
  		ge1:SetCode(EVENT_DRAW)
  		ge1:SetOperation(s.regop)
  		Duel.RegisterEffect(ge1, 0)
  	end
  end
  function s.regop(e, tp, eg, ep, ev, re, r, rp)
  	if r == REASON_EFFECT then
  		Duel.RegisterFlagEffect(ep, id, RESET_PHASE + PHASE_END, 0, 1)
  	end
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	e:SetLabel(100)
  	return true
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	local g = Duel.GetMatchingGroup(Card.IsAbleToRemoveAsCost, tp, LOCATION_EXTRA, 0, nil, POS_FACEDOWN)
  	local count = Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0)
  	local b1 = #g >= 3 and count >= 3 and Duel.GetDecktopGroup(tp, 3):IsExists(Card.IsAbleToHand, 1, nil)
  	local b2 = #g >= 6 and count >= 6 and Duel.GetDecktopGroup(tp, 6):IsExists(Card.IsAbleToHand, 1, nil)
  	if chk == 0 then
  		if e:GetLabel() ~= 100 then
  			return false
  		end
  		e:SetLabel(0)
  		return Duel.GetFlagEffect(tp, id) == 0 and (b1 or b2)
  	end
  	local op = 0
  	if b1 and b2 then
  		op = Duel.SelectOption(tp, aux.Stringid(id, 0), aux.Stringid(id, 1))
  	else
  		op = Duel.SelectOption(tp, aux.Stringid(id, 0))
  	end
  	local ct = op == 0 and 3 or 6
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
  	local rg = g:Select(tp, ct, ct, nil)
  	Duel.Remove(rg, POS_FACEDOWN, REASON_COST)
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(ct)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, 0, LOCATION_DECK)
  	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_CANNOT_DRAW)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET + EFFECT_FLAG_OATH)
  	e1:SetTargetRange(1, 0)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.ConfirmDecktop(p, d)
  	local g = Duel.GetDecktopGroup(p, d)
  	if #g > 0 then
  		Duel.DisableShuffleCheck()
  		Duel.Hint(HINT_SELECTMSG, p, HINTMSG_ATOHAND)
  		local sc = g:Select(p, 1, 1, nil):GetFirst()
  		if sc:IsAbleToHand() then
  			Duel.SendtoHand(sc, nil, REASON_EFFECT)
  			Duel.ConfirmCards(1 - p, sc)
  			Duel.ShuffleHand(p)
  		else
  			Duel.SendtoGrave(sc, REASON_RULE)
  		end
  	end
  	if #g > 1 then
  		Duel.SortDecktop(tp, tp, #g - 1)
  		for i = 1, #g - 1 do
  			local dg = Duel.GetDecktopGroup(tp, 1)
  			Duel.MoveSequence(dg:GetFirst(), SEQ_DECKBOTTOM)
  		end
  	end
  	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_CHANGE_DAMAGE)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetTargetRange(0, 1)
  	e1:SetValue(s.damval)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.damval(e, re, val, r, rp, rc)
  	return math.floor(val / 2)
  end
  
  