name: Symphonic
card_text: Once per turn, you can declare 1 Monster Type and select 1 face-up "Symphonic Warrior" monster on the field. That monster becomes that Monster Type. You can declare 1 Monster Type and remove from play this card from your Graveyard to select 1 face-up "Symphonic Warrior" monster you control, and make it that Monster Type.
external_ids: local SETCARD_ID_0 = 0x1066 --Symphonic
  
lua: local SETCARD_ID_0 = 0x1066 --Symphonic
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--race change
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetTarget(s.target1)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.target2)
  	e2:SetOperation(s.operation)
  	c:RegisterEffect(e2)
  end
  function s.filter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.target1(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)
  	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RACE)
  	local rc = Duel.AnnounceRace(tp, 1, RACE_ALL - g:GetFirst():GetRace())
  	e:SetLabel(rc)
  end
  function s.target2(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_FACEUP)
  	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RACE)
  	local rc = Duel.AnnounceRace(tp, 1, RACE_ALL - g:GetFirst():GetRace())
  	e:SetLabel(rc)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	if tc:IsFaceup() and tc:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_CHANGE_RACE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		e1:SetValue(e:GetLabel())
  		tc:RegisterEffect(e1)
  	end
  end
  
  
source_text: Symphonic
  Once per turn, you can declare 1 Monster Type and select 1 face-up "Symphonic Warrior" monster on the field. That monster becomes that Monster Type. You can declare 1 Monster Type and remove from play this card from your Graveyard to select 1 face-up "Symphonic Warrior" monster you control, and make it that Monster Type.
target_text: -- Symphonic
  local SETCARD_ID_0 = 0x1066 --Symphonic
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--race change
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetTarget(s.target1)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.target2)
  	e2:SetOperation(s.operation)
  	c:RegisterEffect(e2)
  end
  function s.filter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.target1(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)
  	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RACE)
  	local rc = Duel.AnnounceRace(tp, 1, RACE_ALL - g:GetFirst():GetRace())
  	e:SetLabel(rc)
  end
  function s.target2(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_FACEUP)
  	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RACE)
  	local rc = Duel.AnnounceRace(tp, 1, RACE_ALL - g:GetFirst():GetRace())
  	e:SetLabel(rc)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	if tc:IsFaceup() and tc:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_CHANGE_RACE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		e1:SetValue(e:GetLabel())
  		tc:RegisterEffect(e1)
  	end
  end
  
  