Mordschlag
Equip only to a Normal Summoned/Set monster you control. It is unaffected by your opponent's activated effects of Special Summoned monsters. During damage calculation, if the equipped monster battles an opponent's Special Summoned monster: That opponent's monster loses ATK/DEF equal to the equipped monster's original ATK, during that damage calculation only.
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_CONTINUOUS_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Equip limit
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e2:SetCode(EFFECT_EQUIP_LIMIT)
	e2:SetValue(s.eqlimit)
	c:RegisterEffect(e2)
	--immune
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_EQUIP)
	e3:SetCode(EFFECT_IMMUNE_EFFECT)
	e3:SetValue(s.efilter)
	c:RegisterEffect(e3)
	--atk
	local e4 = Effect.CreateEffect(c)
	e4:SetCategory(CATEGORY_ATKCHANGE + CATEGORY_DEFCHANGE)
	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e4:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e4:SetRange(LOCATION_SZONE)
	e4:SetCondition(s.atkcon)
	e4:SetOperation(s.atkop)
	c:RegisterEffect(e4)
end
function s.eqlimit(e, c)
	return c:IsControler(e:GetHandlerPlayer()) and c:IsSummonType(SUMMON_TYPE_NORMAL)
end
function s.filter(c)
	return c:IsFaceup() and c:IsSummonType(SUMMON_TYPE_NORMAL)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
	Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_EQUIP, e:GetHandler(), 1, 0, 0)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local tc = Duel.GetFirstTarget()
	if c:IsRelateToEffect(e) and tc:IsRelateToEffect(e) and tc:IsFaceup() then
		Duel.Equip(tp, c, tc)
	end
end
function s.efilter(e, te)
	return te:GetOwnerPlayer() ~= e:GetHandlerPlayer() and te:GetActivateLocation() == LOCATION_MZONE and te:IsActivated() and te:GetHandler():IsSummonType(SUMMON_TYPE_SPECIAL)
end
function s.atkcon(e, tp, eg, ep, ev, re, r, rp)
	local ec = e:GetHandler():GetEquipTarget()
	if ec ~= Duel.GetAttacker() and ec ~= Duel.GetAttackTarget() then
		return false
	end
	local tc = ec:GetBattleTarget()
	return tc and tc:IsFaceup() and tc:IsSummonType(SUMMON_TYPE_SPECIAL)
end
function s.atkop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local ec = c:GetEquipTarget()
	local tc = ec:GetBattleTarget()
	if ec and tc and ec:IsFaceup() and tc:IsFaceup() then
		local val = math.max(ec:GetBaseAttack(), 0)
		local e1 = Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(-val)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_DAMAGE_CAL)
		tc:RegisterEffect(e1)
		local e2 = e1:Clone()
		e2:SetCode(EFFECT_UPDATE_DEFENSE)
		tc:RegisterEffect(e2)
	end
end


Mordschlag
Equip only to a Normal Summoned/Set monster you control. It is unaffected by your opponent's activated effects of Special Summoned monsters. During damage calculation, if the equipped monster battles an opponent's Special Summoned monster: That opponent's monster loses ATK/DEF equal to the equipped monster's original ATK, during that damage calculation only.
-- Mordschlag
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_CONTINUOUS_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Equip limit
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e2:SetCode(EFFECT_EQUIP_LIMIT)
	e2:SetValue(s.eqlimit)
	c:RegisterEffect(e2)
	--immune
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_EQUIP)
	e3:SetCode(EFFECT_IMMUNE_EFFECT)
	e3:SetValue(s.efilter)
	c:RegisterEffect(e3)
	--atk
	local e4 = Effect.CreateEffect(c)
	e4:SetCategory(CATEGORY_ATKCHANGE + CATEGORY_DEFCHANGE)
	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e4:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e4:SetRange(LOCATION_SZONE)
	e4:SetCondition(s.atkcon)
	e4:SetOperation(s.atkop)
	c:RegisterEffect(e4)
end
function s.eqlimit(e, c)
	return c:IsControler(e:GetHandlerPlayer()) and c:IsSummonType(SUMMON_TYPE_NORMAL)
end
function s.filter(c)
	return c:IsFaceup() and c:IsSummonType(SUMMON_TYPE_NORMAL)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
	Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_EQUIP, e:GetHandler(), 1, 0, 0)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local tc = Duel.GetFirstTarget()
	if c:IsRelateToEffect(e) and tc:IsRelateToEffect(e) and tc:IsFaceup() then
		Duel.Equip(tp, c, tc)
	end
end
function s.efilter(e, te)
	return te:GetOwnerPlayer() ~= e:GetHandlerPlayer() and te:GetActivateLocation() == LOCATION_MZONE and te:IsActivated() and te:GetHandler():IsSummonType(SUMMON_TYPE_SPECIAL)
end
function s.atkcon(e, tp, eg, ep, ev, re, r, rp)
	local ec = e:GetHandler():GetEquipTarget()
	if ec ~= Duel.GetAttacker() and ec ~= Duel.GetAttackTarget() then
		return false
	end
	local tc = ec:GetBattleTarget()
	return tc and tc:IsFaceup() and tc:IsSummonType(SUMMON_TYPE_SPECIAL)
end
function s.atkop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local ec = c:GetEquipTarget()
	local tc = ec:GetBattleTarget()
	if ec and tc and ec:IsFaceup() and tc:IsFaceup() then
		local val = math.max(ec:GetBaseAttack(), 0)
		local e1 = Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(-val)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_DAMAGE_CAL)
		tc:RegisterEffect(e1)
		local e2 = e1:Clone()
		e2:SetCode(EFFECT_UPDATE_DEFENSE)
		tc:RegisterEffect(e2)
	end
end

