name: Performapal
card_text: Pendulum Scale = 5
  [ Pendulum Effect ]
  All Pendulum Monsters you control gain 300 ATK.
  ----------------------------------------
  [ Monster Effect ]
  You can target 1 monster whose current ATK is different from its original ATK; apply the appropriate effect. You can only use this effect of "Performapal Cheermole" once per turn.
  ● If that monster's current ATK is higher than its original ATK, it gains 1000 ATK.
  ● If that monster's current ATK is lower than its original ATK, it loses 1000 ATK.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--atk
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetCode(EFFECT_UPDATE_ATTACK)
  	e2:SetRange(LOCATION_PZONE)
  	e2:SetTargetRange(LOCATION_MZONE, 0)
  	e2:SetTarget(s.atktg)
  	e2:SetValue(300)
  	c:RegisterEffect(e2)
  	--atk
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 0))
  	e3:SetCategory(CATEGORY_ATKCHANGE)
  	e3:SetType(EFFECT_TYPE_IGNITION)
  	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e3:SetRange(LOCATION_MZONE)
  	e3:SetCountLimit(1, id)
  	e3:SetTarget(s.target)
  	e3:SetOperation(s.operation)
  	c:RegisterEffect(e3)
  end
  function s.atktg(e, c)
  	return c:IsType(TYPE_PENDULUM)
  end
  function s.filter(c)
  	return c:IsFaceup() and not c:IsAttack(c:GetBaseAttack())
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.filter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
  	Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local atk = tc:GetAttack()
  		local batk = tc:GetBaseAttack()
  		if atk == batk then
  			return
  		end
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		if atk > batk then
  			e1:SetValue(1000)
  		else
  			e1:SetValue(-1000)
  		end
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e1)
  	end
  end
  
  
source_text: Performapal
  Pendulum Scale = 5
  [ Pendulum Effect ]
  All Pendulum Monsters you control gain 300 ATK.
  ----------------------------------------
  [ Monster Effect ]
  You can target 1 monster whose current ATK is different from its original ATK; apply the appropriate effect. You can only use this effect of "Performapal Cheermole" once per turn.
  ● If that monster's current ATK is higher than its original ATK, it gains 1000 ATK.
  ● If that monster's current ATK is lower than its original ATK, it loses 1000 ATK.
target_text: -- Performapal
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--atk
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetCode(EFFECT_UPDATE_ATTACK)
  	e2:SetRange(LOCATION_PZONE)
  	e2:SetTargetRange(LOCATION_MZONE, 0)
  	e2:SetTarget(s.atktg)
  	e2:SetValue(300)
  	c:RegisterEffect(e2)
  	--atk
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 0))
  	e3:SetCategory(CATEGORY_ATKCHANGE)
  	e3:SetType(EFFECT_TYPE_IGNITION)
  	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e3:SetRange(LOCATION_MZONE)
  	e3:SetCountLimit(1, id)
  	e3:SetTarget(s.target)
  	e3:SetOperation(s.operation)
  	c:RegisterEffect(e3)
  end
  function s.atktg(e, c)
  	return c:IsType(TYPE_PENDULUM)
  end
  function s.filter(c)
  	return c:IsFaceup() and not c:IsAttack(c:GetBaseAttack())
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.filter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
  	Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local atk = tc:GetAttack()
  		local batk = tc:GetBaseAttack()
  		if atk == batk then
  			return
  		end
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		if atk > batk then
  			e1:SetValue(1000)
  		else
  			e1:SetValue(-1000)
  		end
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e1)
  	end
  end
  
  