Abyss
Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck. You can only activate 1 "Abyss Script - Romantic Terror" per turn.
local SETCARD_ID_0 = 0x10ec --Abyss
local SETCARD_ID_1 = 0x20ec --Abyss

local SETCARD_ID_0 = 0x10ec --Abyss
local SETCARD_ID_1 = 0x20ec --Abyss
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON + 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)
	--set
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCode(EVENT_DESTROYED)
	e2:SetCondition(s.setcon)
	e2:SetTarget(s.settg)
	e2:SetOperation(s.setop)
	c:RegisterEffect(e2)
end
function s.thfilter(c, e, tp)
	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsSetCard(SETCARD_ID_1) and c:IsAbleToHand() and Duel.IsExistingMatchingCard(s.spfilter, tp, LOCATION_EXTRA, 0, 1, nil, e, tp, c)
end
function s.spfilter(c, e, tp, hc)
	return c:IsFaceup()
		and c:IsType(TYPE_PENDULUM)
		and c:IsSetCard(SETCARD_ID_1)
		and not c:IsOriginalCodeRule(hc:GetOriginalCodeRule())
		and c:IsCanBeSpecialSummoned(e, 0, tp, false, false, POS_FACEUP_DEFENSE)
		and Duel.GetLocationCountFromEx(tp, tp, hc, c) > 0
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.thfilter, tp, LOCATION_MZONE, 0, 1, nil, e, tp)
	end
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_MZONE)
	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_EXTRA)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
	local hc = Duel.SelectMatchingCard(tp, s.thfilter, tp, LOCATION_MZONE, 0, 1, 1, nil, e, tp):GetFirst()
	if hc and Duel.SendtoHand(hc, nil, REASON_EFFECT) ~= 0 and hc:IsLocation(LOCATION_HAND) then
		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
		local g = Duel.SelectMatchingCard(tp, s.spfilter, tp, LOCATION_EXTRA, 0, 1, 1, nil, e, tp, hc)
		if g:GetCount() > 0 then
			Duel.SpecialSummon(g, 0, tp, tp, false, false, POS_FACEUP_DEFENSE)
		end
	end
end
function s.filter2(c)
	return c:IsSetCard(SETCARD_ID_1) and c:IsFaceup() and c:IsType(TYPE_PENDULUM)
end
function s.setcon(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	return c:IsReason(REASON_EFFECT)
		and rp == 1 - tp
		and c:IsPreviousControler(tp)
		and c:IsPreviousLocation(LOCATION_ONFIELD)
		and c:IsPreviousPosition(POS_FACEDOWN)
		and Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_EXTRA, 0, 1, nil)
end
function s.setfilter(c)
	return c:IsSetCard(SETCARD_ID_1) and c:IsType(TYPE_SPELL) and c:IsSSetable()
end
function s.settg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.setfilter, tp, LOCATION_DECK, 0, 1, nil)
	end
end
function s.setop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.setfilter, tp, LOCATION_DECK, 0, nil)
	local ct = math.min(Duel.GetLocationCount(tp, LOCATION_SZONE), g:GetCount())
	if ct <= 0 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SET)
	local sg = g:Select(tp, 1, ct, nil)
	Duel.SSet(tp, sg)
end


Abyss
Return 1 "Abyss Actor" Pendulum Monster you control to the hand, and if you do, Special Summon from your Extra Deck in Defense Position, 1 face-up "Abyss Actor" Pendulum Monster with a different original name from that monster. If this Set card in its owner's control is destroyed by an opponent's card effect, and you have a face-up "Abyss Actor" Pendulum Monster in your Extra Deck: You can Set any number of "Abyss Script" Spells directly from your Deck. You can only activate 1 "Abyss Script - Romantic Terror" per turn.
-- Abyss
local SETCARD_ID_0 = 0x10ec --Abyss
local SETCARD_ID_1 = 0x20ec --Abyss
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON + 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)
	--set
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCode(EVENT_DESTROYED)
	e2:SetCondition(s.setcon)
	e2:SetTarget(s.settg)
	e2:SetOperation(s.setop)
	c:RegisterEffect(e2)
end
function s.thfilter(c, e, tp)
	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsSetCard(SETCARD_ID_1) and c:IsAbleToHand() and Duel.IsExistingMatchingCard(s.spfilter, tp, LOCATION_EXTRA, 0, 1, nil, e, tp, c)
end
function s.spfilter(c, e, tp, hc)
	return c:IsFaceup()
		and c:IsType(TYPE_PENDULUM)
		and c:IsSetCard(SETCARD_ID_1)
		and not c:IsOriginalCodeRule(hc:GetOriginalCodeRule())
		and c:IsCanBeSpecialSummoned(e, 0, tp, false, false, POS_FACEUP_DEFENSE)
		and Duel.GetLocationCountFromEx(tp, tp, hc, c) > 0
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.thfilter, tp, LOCATION_MZONE, 0, 1, nil, e, tp)
	end
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_MZONE)
	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_EXTRA)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
	local hc = Duel.SelectMatchingCard(tp, s.thfilter, tp, LOCATION_MZONE, 0, 1, 1, nil, e, tp):GetFirst()
	if hc and Duel.SendtoHand(hc, nil, REASON_EFFECT) ~= 0 and hc:IsLocation(LOCATION_HAND) then
		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
		local g = Duel.SelectMatchingCard(tp, s.spfilter, tp, LOCATION_EXTRA, 0, 1, 1, nil, e, tp, hc)
		if g:GetCount() > 0 then
			Duel.SpecialSummon(g, 0, tp, tp, false, false, POS_FACEUP_DEFENSE)
		end
	end
end
function s.filter2(c)
	return c:IsSetCard(SETCARD_ID_1) and c:IsFaceup() and c:IsType(TYPE_PENDULUM)
end
function s.setcon(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	return c:IsReason(REASON_EFFECT)
		and rp == 1 - tp
		and c:IsPreviousControler(tp)
		and c:IsPreviousLocation(LOCATION_ONFIELD)
		and c:IsPreviousPosition(POS_FACEDOWN)
		and Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_EXTRA, 0, 1, nil)
end
function s.setfilter(c)
	return c:IsSetCard(SETCARD_ID_1) and c:IsType(TYPE_SPELL) and c:IsSSetable()
end
function s.settg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.setfilter, tp, LOCATION_DECK, 0, 1, nil)
	end
end
function s.setop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.setfilter, tp, LOCATION_DECK, 0, nil)
	local ct = math.min(Duel.GetLocationCount(tp, LOCATION_SZONE), g:GetCount())
	if ct <= 0 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SET)
	local sg = g:Select(tp, 1, ct, nil)
	Duel.SSet(tp, sg)
end

