name: Symphonic
card_text: Pendulum Scale = 0
  [ Pendulum Effect ]
  You can target 1 other "Symphonic Warrior" card you control; return both that card and this card to the hand. You can only use this effect of "Symphonic Warrior Guitariss" once per turn.
  ----------------------------------------
  [ Monster Effect ]
  If "Symph Amplifire" is in your Field Zone: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 card in your Pendulum Zone; return it to the hand. You can only use each effect of "Symphonic Warrior Guitariss" once per turn.
external_ids: local CARD_ID_0 = 75304793 --Symph Amplifire
  local SETCARD_ID_0 = 0x1066 --Symphonic
  
lua: local CARD_ID_0 = 75304793 --Symph Amplifire
  local SETCARD_ID_0 = 0x1066 --Symphonic
  local s, id, o = GetID()
  function s.initial_effect(c)
  	aux.AddCodeList(c, CARD_ID_0)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--pzone
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetRange(LOCATION_PZONE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCountLimit(1, id)
  	e1:SetTarget(s.ptg)
  	e1:SetOperation(s.pop)
  	c:RegisterEffect(e1)
  	--spsummon
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_HAND)
  	e2:SetCountLimit(1, id + o)
  	e2:SetCondition(s.spcon)
  	e2:SetTarget(s.sptg)
  	e2:SetOperation(s.spop)
  	c:RegisterEffect(e2)
  	--to hand
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 2))
  	e3:SetCategory(CATEGORY_TOHAND)
  	e3:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e3:SetCode(EVENT_SUMMON_SUCCESS)
  	e3:SetProperty(EFFECT_FLAG_DELAY + EFFECT_FLAG_CARD_TARGET)
  	e3:SetCountLimit(1, id + o * 2)
  	e3:SetTarget(s.thtg)
  	e3:SetOperation(s.thop)
  	c:RegisterEffect(e3)
  	local e4 = e3:Clone()
  	e4:SetCode(EVENT_SPSUMMON_SUCCESS)
  	c:RegisterEffect(e4)
  end
  function s.pfilter(c)
  	return c:IsSetCard(SETCARD_ID_0) and c:IsFaceup() and c:IsAbleToHand()
  end
  function s.ptg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local c = e:GetHandler()
  	if chkc then
  		return chkc:IsOnField() and chkc:IsControler(tp) and chkc ~= c and s.pfilter(chkc)
  	end
  	if chk == 0 then
  		return c:IsAbleToHand() and Duel.IsExistingTarget(s.pfilter, tp, LOCATION_ONFIELD, 0, 1, c)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
  	local g = Duel.SelectTarget(tp, s.pfilter, tp, LOCATION_ONFIELD, 0, 1, 1, c)
  	g:AddCard(c)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, g, 2, 0, 0)
  end
  function s.pop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	local g = Group.FromCards(c, tc):Filter(Card.IsRelateToEffect, nil, e)
  	if g:GetCount() == 2 then
  		Duel.SendtoHand(g, nil, REASON_EFFECT)
  	end
  end
  function s.spcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.IsEnvironment(CARD_ID_0, tp, LOCATION_FZONE)
  end
  function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and e:GetHandler():IsCanBeSpecialSummoned(e, 0, tp, false, false)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, e:GetHandler(), 1, 0, 0)
  end
  function s.spop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) then
  		Duel.SpecialSummon(c, 0, tp, tp, false, false, POS_FACEUP)
  	end
  end
  function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_PZONE) and chkc:IsControler(tp) and chkc:IsAbleToHand()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(Card.IsAbleToHand, tp, LOCATION_PZONE, 0, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
  	local g = Duel.SelectTarget(tp, Card.IsAbleToHand, tp, LOCATION_PZONE, 0, 1, 1, nil)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, g, 1, 0, 0)
  end
  function s.thop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		Duel.SendtoHand(tc, nil, REASON_EFFECT)
  	end
  end
  
  
source_text: Symphonic
  Pendulum Scale = 0
  [ Pendulum Effect ]
  You can target 1 other "Symphonic Warrior" card you control; return both that card and this card to the hand. You can only use this effect of "Symphonic Warrior Guitariss" once per turn.
  ----------------------------------------
  [ Monster Effect ]
  If "Symph Amplifire" is in your Field Zone: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 card in your Pendulum Zone; return it to the hand. You can only use each effect of "Symphonic Warrior Guitariss" once per turn.
target_text: -- Symphonic
  local CARD_ID_0 = 75304793 --Symph Amplifire
  local SETCARD_ID_0 = 0x1066 --Symphonic
  local s, id, o = GetID()
  function s.initial_effect(c)
  	aux.AddCodeList(c, CARD_ID_0)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--pzone
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetRange(LOCATION_PZONE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCountLimit(1, id)
  	e1:SetTarget(s.ptg)
  	e1:SetOperation(s.pop)
  	c:RegisterEffect(e1)
  	--spsummon
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_HAND)
  	e2:SetCountLimit(1, id + o)
  	e2:SetCondition(s.spcon)
  	e2:SetTarget(s.sptg)
  	e2:SetOperation(s.spop)
  	c:RegisterEffect(e2)
  	--to hand
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 2))
  	e3:SetCategory(CATEGORY_TOHAND)
  	e3:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e3:SetCode(EVENT_SUMMON_SUCCESS)
  	e3:SetProperty(EFFECT_FLAG_DELAY + EFFECT_FLAG_CARD_TARGET)
  	e3:SetCountLimit(1, id + o * 2)
  	e3:SetTarget(s.thtg)
  	e3:SetOperation(s.thop)
  	c:RegisterEffect(e3)
  	local e4 = e3:Clone()
  	e4:SetCode(EVENT_SPSUMMON_SUCCESS)
  	c:RegisterEffect(e4)
  end
  function s.pfilter(c)
  	return c:IsSetCard(SETCARD_ID_0) and c:IsFaceup() and c:IsAbleToHand()
  end
  function s.ptg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local c = e:GetHandler()
  	if chkc then
  		return chkc:IsOnField() and chkc:IsControler(tp) and chkc ~= c and s.pfilter(chkc)
  	end
  	if chk == 0 then
  		return c:IsAbleToHand() and Duel.IsExistingTarget(s.pfilter, tp, LOCATION_ONFIELD, 0, 1, c)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
  	local g = Duel.SelectTarget(tp, s.pfilter, tp, LOCATION_ONFIELD, 0, 1, 1, c)
  	g:AddCard(c)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, g, 2, 0, 0)
  end
  function s.pop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	local g = Group.FromCards(c, tc):Filter(Card.IsRelateToEffect, nil, e)
  	if g:GetCount() == 2 then
  		Duel.SendtoHand(g, nil, REASON_EFFECT)
  	end
  end
  function s.spcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.IsEnvironment(CARD_ID_0, tp, LOCATION_FZONE)
  end
  function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and e:GetHandler():IsCanBeSpecialSummoned(e, 0, tp, false, false)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, e:GetHandler(), 1, 0, 0)
  end
  function s.spop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) then
  		Duel.SpecialSummon(c, 0, tp, tp, false, false, POS_FACEUP)
  	end
  end
  function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_PZONE) and chkc:IsControler(tp) and chkc:IsAbleToHand()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(Card.IsAbleToHand, tp, LOCATION_PZONE, 0, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
  	local g = Duel.SelectTarget(tp, Card.IsAbleToHand, tp, LOCATION_PZONE, 0, 1, 1, nil)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, g, 1, 0, 0)
  end
  function s.thop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		Duel.SendtoHand(tc, nil, REASON_EFFECT)
  	end
  end
  
  