name: X-Saber
card_text: This card cannot be destroyed by battle. During each of your opponent's Standby Phases: You take 1000 damage. You must control this card in face-up Defense Position to activate and to resolve this effect.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--damage
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DAMAGE)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  	--battle indestructable
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_SINGLE)
  	e2:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
  	e2:SetValue(1)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return e:GetHandler():IsFaceup() and e:GetHandler():IsDefensePos() and Duel.GetTurnPlayer() ~= tp
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, 0, 0, tp, 1000)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	if not e:GetHandler():IsRelateToEffect(e) or not e:GetHandler():IsPosition(POS_FACEUP_DEFENSE) then
  		return
  	end
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Damage(p, d, REASON_EFFECT)
  end
  
  
source_text: X-Saber
  This card cannot be destroyed by battle. During each of your opponent's Standby Phases: You take 1000 damage. You must control this card in face-up Defense Position to activate and to resolve this effect.
target_text: -- X-Saber
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--damage
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DAMAGE)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  	--battle indestructable
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_SINGLE)
  	e2:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
  	e2:SetValue(1)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return e:GetHandler():IsFaceup() and e:GetHandler():IsDefensePos() and Duel.GetTurnPlayer() ~= tp
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, 0, 0, tp, 1000)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	if not e:GetHandler():IsRelateToEffect(e) or not e:GetHandler():IsPosition(POS_FACEUP_DEFENSE) then
  		return
  	end
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Damage(p, d, REASON_EFFECT)
  end
  
  