name: Sunset
card_text: If a face-up monster you control is changed to face-down Defense Position: You can target 1 card on the field; destroy it. If a Flip monster(s) you control is flipped face-up, even during the Damage Step: You can target 1 of them; inflict damage to your opponent equal to its Level x 200. You can only use each effect of "Sunset Beat" once per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	c:RegisterEffect(e1)
  	--
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DESTROY)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCode(EVENT_CHANGE_POS)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1, id)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_DELAY)
  	e2:SetCondition(s.descon)
  	e2:SetTarget(s.destg)
  	e2:SetOperation(s.desop)
  	c:RegisterEffect(e2)
  	--
  	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:SetCode(EVENT_CHANGE_POS)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetCountLimit(1, id + o)
  	e3:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_DELAY + EFFECT_FLAG_DAMAGE_STEP)
  	e3:SetCondition(s.damcon)
  	e3:SetTarget(s.damtg)
  	e3:SetOperation(s.damop)
  	c:RegisterEffect(e3)
  end
  function s.cfilter(c, tp)
  	return c:IsPreviousPosition(POS_FACEUP) and c:IsFacedown() and c:IsControler(tp)
  end
  function s.descon(e, tp, eg, ep, ev, re, r, rp)
  	return eg:IsExists(s.cfilter, 1, nil, tp)
  end
  function s.destg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsOnField()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(nil, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DESTROY)
  	local g = Duel.SelectTarget(tp, nil, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, nil)
  	Duel.SetOperationInfo(0, CATEGORY_DESTROY, g, 1, 0, 0)
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc and tc:IsRelateToEffect(e) then
  		Duel.Destroy(tc, REASON_EFFECT)
  	end
  end
  function s.cfilter2(c, tp, e)
  	return c:IsPreviousPosition(POS_FACEDOWN) and c:IsFaceup() and c:IsControler(tp) and c:IsType(TYPE_FLIP) and c:IsCanBeEffectTarget(e)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return eg:IsExists(s.cfilter2, 1, nil, tp, e)
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return eg:IsContains(chkc) and chkc:IsPreviousControler(tp) and chkc:IsPreviousLocation(LOCATION_MZONE) and s.cfilter2(chkc, tp, e)
  	end
  	local g = eg:Filter(s.cfilter2, nil, tp, e)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) and #g > 0
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	local sg = g:Select(tp, 1, 1, nil)
  	local tc = sg:GetFirst()
  	Duel.SetTargetCard(tc)
  	e:SetLabelObject(tc)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, 1 - tp, tc:GetLevel() * 200)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = e:GetLabelObject()
  	if not tc:IsRelateToEffect(e) or not tc:IsPosition(POS_FACEUP) or not tc:IsType(TYPE_MONSTER) then
  		return
  	end
  	Duel.Damage(1 - tp, tc:GetLevel() * 200, REASON_EFFECT)
  end
  
  
source_text: Sunset
  If a face-up monster you control is changed to face-down Defense Position: You can target 1 card on the field; destroy it. If a Flip monster(s) you control is flipped face-up, even during the Damage Step: You can target 1 of them; inflict damage to your opponent equal to its Level x 200. You can only use each effect of "Sunset Beat" once per turn.
target_text: -- Sunset
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	c:RegisterEffect(e1)
  	--
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DESTROY)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetCode(EVENT_CHANGE_POS)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1, id)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_DELAY)
  	e2:SetCondition(s.descon)
  	e2:SetTarget(s.destg)
  	e2:SetOperation(s.desop)
  	c:RegisterEffect(e2)
  	--
  	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:SetCode(EVENT_CHANGE_POS)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetCountLimit(1, id + o)
  	e3:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_DELAY + EFFECT_FLAG_DAMAGE_STEP)
  	e3:SetCondition(s.damcon)
  	e3:SetTarget(s.damtg)
  	e3:SetOperation(s.damop)
  	c:RegisterEffect(e3)
  end
  function s.cfilter(c, tp)
  	return c:IsPreviousPosition(POS_FACEUP) and c:IsFacedown() and c:IsControler(tp)
  end
  function s.descon(e, tp, eg, ep, ev, re, r, rp)
  	return eg:IsExists(s.cfilter, 1, nil, tp)
  end
  function s.destg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsOnField()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(nil, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DESTROY)
  	local g = Duel.SelectTarget(tp, nil, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, nil)
  	Duel.SetOperationInfo(0, CATEGORY_DESTROY, g, 1, 0, 0)
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc and tc:IsRelateToEffect(e) then
  		Duel.Destroy(tc, REASON_EFFECT)
  	end
  end
  function s.cfilter2(c, tp, e)
  	return c:IsPreviousPosition(POS_FACEDOWN) and c:IsFaceup() and c:IsControler(tp) and c:IsType(TYPE_FLIP) and c:IsCanBeEffectTarget(e)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return eg:IsExists(s.cfilter2, 1, nil, tp, e)
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return eg:IsContains(chkc) and chkc:IsPreviousControler(tp) and chkc:IsPreviousLocation(LOCATION_MZONE) and s.cfilter2(chkc, tp, e)
  	end
  	local g = eg:Filter(s.cfilter2, nil, tp, e)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) and #g > 0
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	local sg = g:Select(tp, 1, 1, nil)
  	local tc = sg:GetFirst()
  	Duel.SetTargetCard(tc)
  	e:SetLabelObject(tc)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, 1 - tp, tc:GetLevel() * 200)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = e:GetLabelObject()
  	if not tc:IsRelateToEffect(e) or not tc:IsPosition(POS_FACEUP) or not tc:IsType(TYPE_MONSTER) then
  		return
  	end
  	Duel.Damage(1 - tp, tc:GetLevel() * 200, REASON_EFFECT)
  end
  
  