--Universe Seed local s,id=GetID() function s.initial_effect(c) --pendulum summon Pendulum.AddProcedure(c) --pendulum effect local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_UPDATE_ATTACK) e1:SetRange(LOCATION_PZONE) e1:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE) e1:SetTarget(s.efilter) e1:SetValue(400) c:RegisterEffect(e1) --Special summon 2 "Universe Seed" from hand or deck in defense --normal summon local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(id,0)) e2:SetCategory(CATEGORY_SPECIAL_SUMMON) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetCode(EVENT_SUMMON_SUCCESS) e2:SetRange(LOCATION_MZONE) e2:SetTarget(s.sptg) e2:SetOperation(s.spop) c:RegisterEffect(e2) --special summon local e3=Effect.Clone(e2) e3:SetDescription(aux.Stringid(id,0)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetCode(EVENT_SPSUMMON_SUCCESS) e3:SetRange(LOCATION_MZONE) e3:SetTarget(s.sptg) e3:SetOperation(s.spop) c:RegisterEffect(e3) end function s.efilter(e,c) return c:IsSetCard(0x25e) and c:IsFaceup() end function s.spfilter(c,e,tp) return c:IsCode(56158657) and c:IsCanBeSpecialSummoned(e,0,tp,true,false,POS_FACEUP_DEFENSE) end function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk) local ft=Duel.GetLocationCount(tp,LOCATION_MZONE) if e:GetHandler():GetSequence()<5 then ft=ft+1 end if chk==0 then return ft>1 and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_HAND+LOCATION_DECK,0,2,nil,e,tp) and not Duel.IsPlayerAffectedByEffect(tp,CARD_BLUEEYES_SPIRIT) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,2,tp,LOCATION_HAND+LOCATION_DECK) end function s.spop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<2 or Duel.IsPlayerAffectedByEffect(tp,CARD_BLUEEYES_SPIRIT) then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,s.spfilter,tp,LOCATION_HAND+LOCATION_DECK,0,2,2,nil,e,tp) if #g==2 then Duel.SpecialSummon(g,0,tp,tp,true,false,POS_FACEUP_DEFENSE) end end