name: Hallohallo
card_text: Pendulum Scale = 2
  [ Pendulum Effect ]
  Once per turn: You can target 1 face-up monster on the field; roll a six-sided die and that monster's Level becomes the same as the result until the end of this turn.
  ----------------------------------------
  [ Monster Effect ]
  Hallo Hallo, brain of tallow,
  Guts are gone, noggin's hollow.
  Seeking sweets and marshing mallows,
  Watch your back, and your candy sack.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--level
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DICE)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetRange(LOCATION_PZONE)
  	e1:SetCountLimit(1)
  	e1:SetTarget(s.lvtg)
  	e1:SetOperation(s.lvop)
  	c:RegisterEffect(e1)
  end
  function s.lvfilter(c)
  	return c:IsFaceup() and c:GetLevel() > 0
  end
  function s.lvtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.lvfilter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.lvfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	Duel.SelectTarget(tp, s.lvfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  end
  function s.lvop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local dc = Duel.TossDice(tp, 1)
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_CHANGE_LEVEL)
  		e1:SetValue(dc)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  	end
  end
  
  
source_text: Hallohallo
  Pendulum Scale = 2
  [ Pendulum Effect ]
  Once per turn: You can target 1 face-up monster on the field; roll a six-sided die and that monster's Level becomes the same as the result until the end of this turn.
  ----------------------------------------
  [ Monster Effect ]
  Hallo Hallo, brain of tallow,
  Guts are gone, noggin's hollow.
  Seeking sweets and marshing mallows,
  Watch your back, and your candy sack.
target_text: -- Hallohallo
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--level
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DICE)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetRange(LOCATION_PZONE)
  	e1:SetCountLimit(1)
  	e1:SetTarget(s.lvtg)
  	e1:SetOperation(s.lvop)
  	c:RegisterEffect(e1)
  end
  function s.lvfilter(c)
  	return c:IsFaceup() and c:GetLevel() > 0
  end
  function s.lvtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.lvfilter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.lvfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	Duel.SelectTarget(tp, s.lvfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  end
  function s.lvop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local dc = Duel.TossDice(tp, 1)
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_CHANGE_LEVEL)
  		e1:SetValue(dc)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  	end
  end
  
  