name: Sorcerer
card_text: 2 Effect Monsters
  When this card or your monster this card points to inflicts battle damage to your opponent: You can gain that much LP. If a player gains LP, even during the Damage Step: You can make each player take 1000 damage. You can only use each effect of "Sorcerer of Sebek" once per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	c:EnableReviveLimit()
  	--material
  	aux.AddLinkProcedure(c, aux.FilterBoolFunction(Card.IsType, TYPE_EFFECT), 2, 2)
  	--recover
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_RECOVER)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EVENT_BATTLE_DAMAGE)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.reccon1)
  	e1:SetTarget(s.rectg)
  	e1:SetOperation(s.recop)
  	c:RegisterEffect(e1)
  	local e2 = e1:Clone()
  	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCondition(s.reccon2)
  	c:RegisterEffect(e2)
  	--damage
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetCategory(CATEGORY_DAMAGE)
  	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e3:SetProperty(EFFECT_FLAG_DAMAGE_STEP + EFFECT_FLAG_DAMAGE_CAL + EFFECT_FLAG_DELAY)
  	e3:SetCode(EVENT_RECOVER)
  	e3:SetRange(LOCATION_MZONE)
  	e3:SetCountLimit(1, id + o)
  	e3:SetCondition(s.damcon)
  	e3:SetTarget(s.damtg)
  	e3:SetOperation(s.damop)
  	c:RegisterEffect(e3)
  end
  function s.recfilter(c, lg)
  	return lg:IsContains(c)
  end
  function s.reccon1(e, tp, eg, ep, ev, re, r, rp)
  	local lg = e:GetHandler():GetLinkedGroup()
  	return ep ~= tp and eg:IsExists(s.recfilter, 1, nil, lg)
  end
  function s.reccon2(e, tp, eg, ep, ev, re, r, rp)
  	return ep ~= tp
  end
  function s.rectg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(ev)
  	Duel.SetOperationInfo(0, CATEGORY_RECOVER, nil, 0, tp, ev)
  end
  function s.recop(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Recover(p, d, REASON_EFFECT)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return ep == tp or 1 - tp
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp and 1 - tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, PLAYER_ALL, 1000)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Damage(1 - tp, 1000, REASON_EFFECT, true)
  	Duel.Damage(tp, 1000, REASON_EFFECT, true)
  	Duel.RDComplete()
  end
  
  
source_text: Sorcerer
  2 Effect Monsters
  When this card or your monster this card points to inflicts battle damage to your opponent: You can gain that much LP. If a player gains LP, even during the Damage Step: You can make each player take 1000 damage. You can only use each effect of "Sorcerer of Sebek" once per turn.
target_text: -- Sorcerer
  local s, id, o = GetID()
  function s.initial_effect(c)
  	c:EnableReviveLimit()
  	--material
  	aux.AddLinkProcedure(c, aux.FilterBoolFunction(Card.IsType, TYPE_EFFECT), 2, 2)
  	--recover
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_RECOVER)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EVENT_BATTLE_DAMAGE)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1, id)
  	e1:SetCondition(s.reccon1)
  	e1:SetTarget(s.rectg)
  	e1:SetOperation(s.recop)
  	c:RegisterEffect(e1)
  	local e2 = e1:Clone()
  	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCondition(s.reccon2)
  	c:RegisterEffect(e2)
  	--damage
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetCategory(CATEGORY_DAMAGE)
  	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e3:SetProperty(EFFECT_FLAG_DAMAGE_STEP + EFFECT_FLAG_DAMAGE_CAL + EFFECT_FLAG_DELAY)
  	e3:SetCode(EVENT_RECOVER)
  	e3:SetRange(LOCATION_MZONE)
  	e3:SetCountLimit(1, id + o)
  	e3:SetCondition(s.damcon)
  	e3:SetTarget(s.damtg)
  	e3:SetOperation(s.damop)
  	c:RegisterEffect(e3)
  end
  function s.recfilter(c, lg)
  	return lg:IsContains(c)
  end
  function s.reccon1(e, tp, eg, ep, ev, re, r, rp)
  	local lg = e:GetHandler():GetLinkedGroup()
  	return ep ~= tp and eg:IsExists(s.recfilter, 1, nil, lg)
  end
  function s.reccon2(e, tp, eg, ep, ev, re, r, rp)
  	return ep ~= tp
  end
  function s.rectg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(ev)
  	Duel.SetOperationInfo(0, CATEGORY_RECOVER, nil, 0, tp, ev)
  end
  function s.recop(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Recover(p, d, REASON_EFFECT)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return ep == tp or 1 - tp
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp and 1 - tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, PLAYER_ALL, 1000)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Damage(1 - tp, 1000, REASON_EFFECT, true)
  	Duel.Damage(tp, 1000, REASON_EFFECT, true)
  	Duel.RDComplete()
  end
  
  