name: Union
card_text: Target 1 face-up monster you control; add up the total ATK of all other face-up Attack Position monsters you currently control, then during the Battle Phase of this turn only, the monster gains that much ATK, but cannot inflict Battle Damage to your opponent, also other face-up Attack Position monsters cannot attack.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--atkup
  	local e1 = Effect.CreateEffect(c)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetCurrentPhase() == PHASE_MAIN1
  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 chkc:IsFaceup()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(Card.IsFaceup, tp, LOCATION_MZONE, 0, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
  	local g = Duel.SelectTarget(tp, Card.IsFaceup, tp, LOCATION_MZONE, 0, 1, 1, nil)
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_CANNOT_ATTACK)
  	e1:SetProperty(EFFECT_FLAG_OATH + EFFECT_FLAG_IGNORE_IMMUNE)
  	e1:SetTargetRange(LOCATION_MZONE, 0)
  	e1:SetTarget(s.ftarget)
  	e1:SetLabel(g:GetFirst():GetFieldID())
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsFaceup() and tc:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  		e1:SetCode(EVENT_PHASE + PHASE_BATTLE_START)
  		e1:SetRange(LOCATION_MZONE)
  		e1:SetCountLimit(1)
  		e1:SetOperation(s.atkop)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  		local e2 = Effect.CreateEffect(e:GetHandler())
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetCode(EFFECT_NO_BATTLE_DAMAGE)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e2)
  	end
  end
  function s.ftarget(e, c)
  	return e:GetLabel() ~= c:GetFieldID()
  end
  function s.atkop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local atk = 0
  	local g = Duel.GetMatchingGroup(Card.IsPosition, tp, LOCATION_MZONE, 0, c, POS_FACEUP_ATTACK)
  	local tc = g:GetFirst()
  	while tc do
  		atk = atk + tc:GetAttack()
  		tc = g:GetNext()
  	end
  	local e1 = Effect.CreateEffect(e:GetOwner())
  	e1:SetType(EFFECT_TYPE_SINGLE)
  	e1:SetCode(EFFECT_UPDATE_ATTACK)
  	e1:SetValue(atk)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_BATTLE)
  	c:RegisterEffect(e1)
  end
  
  
source_text: Union
  Target 1 face-up monster you control; add up the total ATK of all other face-up Attack Position monsters you currently control, then during the Battle Phase of this turn only, the monster gains that much ATK, but cannot inflict Battle Damage to your opponent, also other face-up Attack Position monsters cannot attack.
target_text: -- Union
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--atkup
  	local e1 = Effect.CreateEffect(c)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetCurrentPhase() == PHASE_MAIN1
  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 chkc:IsFaceup()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(Card.IsFaceup, tp, LOCATION_MZONE, 0, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
  	local g = Duel.SelectTarget(tp, Card.IsFaceup, tp, LOCATION_MZONE, 0, 1, 1, nil)
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_CANNOT_ATTACK)
  	e1:SetProperty(EFFECT_FLAG_OATH + EFFECT_FLAG_IGNORE_IMMUNE)
  	e1:SetTargetRange(LOCATION_MZONE, 0)
  	e1:SetTarget(s.ftarget)
  	e1:SetLabel(g:GetFirst():GetFieldID())
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsFaceup() and tc:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  		e1:SetCode(EVENT_PHASE + PHASE_BATTLE_START)
  		e1:SetRange(LOCATION_MZONE)
  		e1:SetCountLimit(1)
  		e1:SetOperation(s.atkop)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  		local e2 = Effect.CreateEffect(e:GetHandler())
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetCode(EFFECT_NO_BATTLE_DAMAGE)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e2)
  	end
  end
  function s.ftarget(e, c)
  	return e:GetLabel() ~= c:GetFieldID()
  end
  function s.atkop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local atk = 0
  	local g = Duel.GetMatchingGroup(Card.IsPosition, tp, LOCATION_MZONE, 0, c, POS_FACEUP_ATTACK)
  	local tc = g:GetFirst()
  	while tc do
  		atk = atk + tc:GetAttack()
  		tc = g:GetNext()
  	end
  	local e1 = Effect.CreateEffect(e:GetOwner())
  	e1:SetType(EFFECT_TYPE_SINGLE)
  	e1:SetCode(EFFECT_UPDATE_ATTACK)
  	e1:SetValue(atk)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_BATTLE)
  	c:RegisterEffect(e1)
  end
  
  