Crystal
You can only control 1 "Crystal Brilliance". Each "Crystal Beast" monster you control gains ATK equal to its original DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can send this face-up card to the GY; Special Summon 1 "Crystal Beast" monster from your hand or GY, also any damage you take this turn is halved.
local SETCARD_ID_0 = 0x1034 --Crystal

local SETCARD_ID_0 = 0x1034 --Crystal
local s, id, o = GetID()
function s.initial_effect(c)
	c:SetUniqueOnField(1, 0, id)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	e1:SetCondition(aux.dscon)
	c:RegisterEffect(e1)
	--atk up
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetRange(LOCATION_SZONE)
	e2:SetTargetRange(LOCATION_MZONE, 0)
	e2:SetTarget(aux.TargetBoolFunction(Card.IsSetCard, SETCARD_ID_0))
	e2:SetValue(aux.TargetBoolFunction(Card.GetBaseDefense))
	c:RegisterEffect(e2)
	--special summon
	local e3 = Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetCode(EVENT_MOVE)
	e3:SetRange(LOCATION_SZONE)
	e3:SetProperty(EFFECT_FLAG_DELAY + EFFECT_FLAG_DAMAGE_STEP)
	e3:SetCondition(s.con)
	e3:SetCost(s.cost)
	e3:SetTarget(s.tg)
	e3:SetOperation(s.op)
	c:RegisterEffect(e3)
end
function s.cfilter(c, tp)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0) and c:IsControler(tp) and c:IsLocation(LOCATION_SZONE) and c:GetSequence() < 5
end
function s.con(e, tp, eg, ep, ev, re, r, rp)
	return eg:IsExists(s.cfilter, 1, nil, tp)
end
function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
	local c = e:GetHandler()
	if chk == 0 then
		return c:IsStatus(STATUS_EFFECT_ENABLED) and c:IsAbleToGraveAsCost()
	end
	Duel.SendtoGrave(c, REASON_COST)
end
function s.filter(c, e, tp)
	return c:IsSetCard(SETCARD_ID_0) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false)
end
function s.tg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_HAND + LOCATION_GRAVE, 0, 1, nil, e, tp)
	end
	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_HAND + LOCATION_GRAVE)
end
function s.op(e, tp, eg, ep, ev, re, r, rp)
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_CHANGE_DAMAGE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1, 0)
	e1:SetValue(s.val)
	e1:SetReset(RESET_PHASE + PHASE_END, 1)
	Duel.RegisterEffect(e1, tp)
	if Duel.GetLocationCount(tp, LOCATION_MZONE) <= 0 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
	local g = Duel.SelectMatchingCard(tp, aux.NecroValleyFilter(s.filter), tp, LOCATION_HAND + LOCATION_GRAVE, 0, 1, 1, nil, e, tp)
	if #g > 0 then
		Duel.SpecialSummon(g, 0, tp, tp, false, false, POS_FACEUP)
	end
end
function s.val(e, re, dam)
	return dam // 2
end


Crystal
You can only control 1 "Crystal Brilliance". Each "Crystal Beast" monster you control gains ATK equal to its original DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can send this face-up card to the GY; Special Summon 1 "Crystal Beast" monster from your hand or GY, also any damage you take this turn is halved.
-- Crystal
local SETCARD_ID_0 = 0x1034 --Crystal
local s, id, o = GetID()
function s.initial_effect(c)
	c:SetUniqueOnField(1, 0, id)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	e1:SetCondition(aux.dscon)
	c:RegisterEffect(e1)
	--atk up
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetRange(LOCATION_SZONE)
	e2:SetTargetRange(LOCATION_MZONE, 0)
	e2:SetTarget(aux.TargetBoolFunction(Card.IsSetCard, SETCARD_ID_0))
	e2:SetValue(aux.TargetBoolFunction(Card.GetBaseDefense))
	c:RegisterEffect(e2)
	--special summon
	local e3 = Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetCode(EVENT_MOVE)
	e3:SetRange(LOCATION_SZONE)
	e3:SetProperty(EFFECT_FLAG_DELAY + EFFECT_FLAG_DAMAGE_STEP)
	e3:SetCondition(s.con)
	e3:SetCost(s.cost)
	e3:SetTarget(s.tg)
	e3:SetOperation(s.op)
	c:RegisterEffect(e3)
end
function s.cfilter(c, tp)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0) and c:IsControler(tp) and c:IsLocation(LOCATION_SZONE) and c:GetSequence() < 5
end
function s.con(e, tp, eg, ep, ev, re, r, rp)
	return eg:IsExists(s.cfilter, 1, nil, tp)
end
function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
	local c = e:GetHandler()
	if chk == 0 then
		return c:IsStatus(STATUS_EFFECT_ENABLED) and c:IsAbleToGraveAsCost()
	end
	Duel.SendtoGrave(c, REASON_COST)
end
function s.filter(c, e, tp)
	return c:IsSetCard(SETCARD_ID_0) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false)
end
function s.tg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_HAND + LOCATION_GRAVE, 0, 1, nil, e, tp)
	end
	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, nil, 1, tp, LOCATION_HAND + LOCATION_GRAVE)
end
function s.op(e, tp, eg, ep, ev, re, r, rp)
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_CHANGE_DAMAGE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1, 0)
	e1:SetValue(s.val)
	e1:SetReset(RESET_PHASE + PHASE_END, 1)
	Duel.RegisterEffect(e1, tp)
	if Duel.GetLocationCount(tp, LOCATION_MZONE) <= 0 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
	local g = Duel.SelectMatchingCard(tp, aux.NecroValleyFilter(s.filter), tp, LOCATION_HAND + LOCATION_GRAVE, 0, 1, 1, nil, e, tp)
	if #g > 0 then
		Duel.SpecialSummon(g, 0, tp, tp, false, false, POS_FACEUP)
	end
end
function s.val(e, re, dam)
	return dam // 2
end

