Performapal
Pendulum Scale = 8
[ Pendulum Effect ]
Once per turn: You can target 1 face-up Defense Position monster you control; its DEF becomes equal to the combined original DEF of all face-up Defense Position monsters you currently control (even if this card leaves the field).
----------------------------------------
[ Monster Effect ]
Gains DEF equal to the combined original DEF of all other "Performapal" monsters you control.
local SETCARD_ID_0 = 0x9f --Performapal

local SETCARD_ID_0 = 0x9f --Performapal
local s, id, o = GetID()
function s.initial_effect(c)
	--pendulum summon
	aux.EnablePendulumAttribute(c)
	--defup
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_DEFCHANGE)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(s.deftg)
	e1:SetOperation(s.defop)
	c:RegisterEffect(e1)
	--defup
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetCode(EFFECT_UPDATE_DEFENSE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetValue(s.defval)
	c:RegisterEffect(e2)
end
function s.deffilter1(c, def)
	return c:IsPosition(POS_FACEUP_DEFENSE) and not c:IsDefense(def)
end
function s.deftg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	local g = Duel.GetMatchingGroup(Card.IsPosition, tp, LOCATION_MZONE, 0, nil, POS_FACEUP_DEFENSE)
	local def = g:GetSum(Card.GetBaseDefense)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.deffilter1(chkc, def)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.deffilter1, tp, LOCATION_MZONE, 0, 1, nil, def)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
	Duel.SelectTarget(tp, s.deffilter1, tp, LOCATION_MZONE, 0, 1, 1, nil, def)
end
function s.defop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if not c:IsRelateToEffect(e) then
		return
	end
	local tc = Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
		local g = Duel.GetMatchingGroup(Card.IsPosition, tp, LOCATION_MZONE, 0, nil, POS_FACEUP_DEFENSE)
		local def = g:GetSum(Card.GetBaseDefense)
		local e1 = Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_DEFENSE_FINAL)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
		e1:SetValue(def)
		tc:RegisterEffect(e1)
	end
end
function s.deffilter2(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.defval(e, c)
	local g = Duel.GetMatchingGroup(s.deffilter2, c:GetControler(), LOCATION_MZONE, 0, c)
	return g:GetSum(Card.GetBaseDefense)
end


Performapal
Pendulum Scale = 8
[ Pendulum Effect ]
Once per turn: You can target 1 face-up Defense Position monster you control; its DEF becomes equal to the combined original DEF of all face-up Defense Position monsters you currently control (even if this card leaves the field).
----------------------------------------
[ Monster Effect ]
Gains DEF equal to the combined original DEF of all other "Performapal" monsters you control.
-- Performapal
local SETCARD_ID_0 = 0x9f --Performapal
local s, id, o = GetID()
function s.initial_effect(c)
	--pendulum summon
	aux.EnablePendulumAttribute(c)
	--defup
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_DEFCHANGE)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(s.deftg)
	e1:SetOperation(s.defop)
	c:RegisterEffect(e1)
	--defup
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetCode(EFFECT_UPDATE_DEFENSE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetValue(s.defval)
	c:RegisterEffect(e2)
end
function s.deffilter1(c, def)
	return c:IsPosition(POS_FACEUP_DEFENSE) and not c:IsDefense(def)
end
function s.deftg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	local g = Duel.GetMatchingGroup(Card.IsPosition, tp, LOCATION_MZONE, 0, nil, POS_FACEUP_DEFENSE)
	local def = g:GetSum(Card.GetBaseDefense)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.deffilter1(chkc, def)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.deffilter1, tp, LOCATION_MZONE, 0, 1, nil, def)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
	Duel.SelectTarget(tp, s.deffilter1, tp, LOCATION_MZONE, 0, 1, 1, nil, def)
end
function s.defop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if not c:IsRelateToEffect(e) then
		return
	end
	local tc = Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
		local g = Duel.GetMatchingGroup(Card.IsPosition, tp, LOCATION_MZONE, 0, nil, POS_FACEUP_DEFENSE)
		local def = g:GetSum(Card.GetBaseDefense)
		local e1 = Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_DEFENSE_FINAL)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
		e1:SetValue(def)
		tc:RegisterEffect(e1)
	end
end
function s.deffilter2(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.defval(e, c)
	local g = Duel.GetMatchingGroup(s.deffilter2, c:GetControler(), LOCATION_MZONE, 0, c)
	return g:GetSum(Card.GetBaseDefense)
end

