--Universe Exceed Dragon local s,id=GetID() function s.initial_effect(c) --pendulum summon Pendulum.AddProcedure(c,false) --xyz summon Xyz.AddProcedure(c,aux.FilterBoolFunctionEx(Card.IsSetCard,0x25E),4,2) c:EnableReviveLimit() --halve and gain | from dark anthelion local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(id,1)) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetCode(EVENT_FREE_CHAIN) e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP) e1:SetRange(LOCATION_MZONE) e1:SetHintTiming(TIMING_DAMAGE_STEP) e1:SetCountLimit(1) e1:SetCondition(s.atkcon2) e1:SetCost(s.cost) e1:SetTarget(s.target) e1:SetOperation(s.atkop2) c:RegisterEffect(e1,false,REGISTER_FLAG_DETACH_XMAT) --place in pendulum zone local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetCode(EVENT_DESTROYED) e2:SetProperty(EFFECT_FLAG_DELAY) e2:SetCondition(s.pencon) e2:SetTarget(s.pentg) e2:SetOperation(s.penop) c:RegisterEffect(e2) end --halve and gain functions function s.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():CheckRemoveOverlayCard(tp,1,REASON_COST) end e:GetHandler():RemoveOverlayCard(tp,1,1,REASON_COST) end function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and chkc:IsFaceup() end if chk==0 then return Duel.IsExistingTarget(Card.IsFaceup,tp,0,LOCATION_MZONE,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP) Duel.SelectTarget(tp,Card.IsFaceup,tp,0,LOCATION_MZONE,1,1,nil) end function s.atkcon2(e,tp,eg,ep,ev,re,r,rp) return Duel.GetCurrentPhase()~=PHASE_DAMAGE or not Duel.IsDamageCalculated() end function s.atkop2(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsImmuneToEffect(e) then local atk=tc:GetAttack() local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SET_ATTACK_FINAL) e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END) e1:SetValue(math.ceil(atk/2)) Duel.Recover(tp,atk/2,REASON_EFFECT,false) tc:RegisterEffect(e1) if c:IsRelateToEffect(e) and c:IsFaceup() then local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_UPDATE_ATTACK) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e2:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END) e2:SetValue(math.ceil(atk/2)) c:RegisterEffect(e2) end end end -- place in pendulum zone functions s.pendulum_level = 4 function s.pencon(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() return c:IsPreviousLocation(LOCATION_MZONE) and c:IsFaceup() end function s.pentg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.CheckLocation(tp,LOCATION_PZONE,0) or Duel.CheckLocation(tp,LOCATION_PZONE,1) end end function s.penop(e,tp,eg,ep,ev,re,r,rp) if not Duel.CheckLocation(tp,LOCATION_PZONE,0) and not Duel.CheckLocation(tp,LOCATION_PZONE,1) then return false end local c=e:GetHandler() if c:IsRelateToEffect(e) then Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true) end end