Pendulum
Add 2 face-up Pendulum Monsters with the same Pendulum Scale, but different names, from your Extra Deck to your hand. You can only activate 1 "Pendulum Paradox" per turn.
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter1(c, tp)
	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsAbleToHand() and Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_EXTRA, 0, 1, c, c:GetLeftScale(), c:GetCode())
end
function s.filter2(c, sc, cd)
	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsAbleToHand() and c:GetLeftScale() == sc and not c:IsCode(cd)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter1, tp, LOCATION_EXTRA, 0, 1, nil, tp)
	end
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 2, tp, LOCATION_EXTRA)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local tc1 = Duel.SelectMatchingCard(tp, s.filter1, tp, LOCATION_EXTRA, 0, 1, 1, nil, tp):GetFirst()
	if not tc1 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local tc2 = Duel.SelectMatchingCard(tp, s.filter2, tp, LOCATION_EXTRA, 0, 1, 1, tc1, tc1:GetLeftScale(), tc1:GetCode()):GetFirst()
	Duel.SendtoHand(Group.FromCards(tc1, tc2), nil, REASON_EFFECT)
end


Pendulum
Add 2 face-up Pendulum Monsters with the same Pendulum Scale, but different names, from your Extra Deck to your hand. You can only activate 1 "Pendulum Paradox" per turn.
-- Pendulum
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter1(c, tp)
	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsAbleToHand() and Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_EXTRA, 0, 1, c, c:GetLeftScale(), c:GetCode())
end
function s.filter2(c, sc, cd)
	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsAbleToHand() and c:GetLeftScale() == sc and not c:IsCode(cd)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter1, tp, LOCATION_EXTRA, 0, 1, nil, tp)
	end
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 2, tp, LOCATION_EXTRA)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local tc1 = Duel.SelectMatchingCard(tp, s.filter1, tp, LOCATION_EXTRA, 0, 1, 1, nil, tp):GetFirst()
	if not tc1 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local tc2 = Duel.SelectMatchingCard(tp, s.filter2, tp, LOCATION_EXTRA, 0, 1, 1, tc1, tc1:GetLeftScale(), tc1:GetCode()):GetFirst()
	Duel.SendtoHand(Group.FromCards(tc1, tc2), nil, REASON_EFFECT)
end

