Performapal
Pendulum Scale = 6
[ Pendulum Effect ]
If a "Performapal" card is activated in your other Pendulum Zone: You can draw 1 card. You can only use this effect of "Performapal Guitartle" once per turn.
----------------------------------------
[ Monster Effect ]
Once per turn: You can target 1 card in your Pendulum Zone; increase its Pendulum Scale by 2 until the end of this turn.
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)
	--draw
	local e2 = Effect.CreateEffect(c)
	e2:SetCategory(CATEGORY_DRAW)
	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_CHAINING)
	e2:SetRange(LOCATION_PZONE)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCountLimit(1, id)
	e2:SetCondition(s.drcon)
	e2:SetTarget(s.drtg)
	e2:SetOperation(s.drop)
	c:RegisterEffect(e2)
	--scale
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetRange(LOCATION_MZONE)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetCountLimit(1)
	e3:SetTarget(s.target)
	e3:SetOperation(s.operation)
	c:RegisterEffect(e3)
end
function s.drcon(e, tp, eg, ep, ev, re, r, rp)
	return rp == tp and re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:IsActiveType(TYPE_PENDULUM) and re:GetHandler():IsSetCard(SETCARD_ID_0) and e:GetHandler() ~= re:GetHandler()
end
function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsPlayerCanDraw(tp, 1)
	end
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
end
function s.drop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Draw(tp, 1, REASON_EFFECT)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_PZONE) and chkc:IsControler(tp)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(nil, tp, LOCATION_PZONE, 0, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
	Duel.SelectTarget(tp, nil, tp, LOCATION_PZONE, 0, 1, 1, nil)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		local e1 = Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LSCALE)
		e1:SetValue(2)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e1)
		local e2 = e1:Clone()
		e2:SetCode(EFFECT_UPDATE_RSCALE)
		tc:RegisterEffect(e2)
	end
end


Performapal
Pendulum Scale = 6
[ Pendulum Effect ]
If a "Performapal" card is activated in your other Pendulum Zone: You can draw 1 card. You can only use this effect of "Performapal Guitartle" once per turn.
----------------------------------------
[ Monster Effect ]
Once per turn: You can target 1 card in your Pendulum Zone; increase its Pendulum Scale by 2 until the end of this turn.
-- Performapal
local SETCARD_ID_0 = 0x9f --Performapal
local s, id, o = GetID()
function s.initial_effect(c)
	--pendulum summon
	aux.EnablePendulumAttribute(c)
	--draw
	local e2 = Effect.CreateEffect(c)
	e2:SetCategory(CATEGORY_DRAW)
	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_CHAINING)
	e2:SetRange(LOCATION_PZONE)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCountLimit(1, id)
	e2:SetCondition(s.drcon)
	e2:SetTarget(s.drtg)
	e2:SetOperation(s.drop)
	c:RegisterEffect(e2)
	--scale
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetRange(LOCATION_MZONE)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetCountLimit(1)
	e3:SetTarget(s.target)
	e3:SetOperation(s.operation)
	c:RegisterEffect(e3)
end
function s.drcon(e, tp, eg, ep, ev, re, r, rp)
	return rp == tp and re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:IsActiveType(TYPE_PENDULUM) and re:GetHandler():IsSetCard(SETCARD_ID_0) and e:GetHandler() ~= re:GetHandler()
end
function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsPlayerCanDraw(tp, 1)
	end
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
end
function s.drop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Draw(tp, 1, REASON_EFFECT)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_PZONE) and chkc:IsControler(tp)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(nil, tp, LOCATION_PZONE, 0, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
	Duel.SelectTarget(tp, nil, tp, LOCATION_PZONE, 0, 1, 1, nil)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		local e1 = Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LSCALE)
		e1:SetValue(2)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e1)
		local e2 = e1:Clone()
		e2:SetCode(EFFECT_UPDATE_RSCALE)
		tc:RegisterEffect(e2)
	end
end

