name: Jurrac
card_text: If this card is attacked, return the attacking monster to the hand after damage calculation and this card gains DEF equal to the returned monster's Level x 100.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--tohand
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND)
  	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
  	e1:SetCode(EVENT_BATTLED)
  	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 e:GetHandler() == Duel.GetAttackTarget()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local tc = Duel.GetAttacker()
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, tc, 1, 0, 0)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetAttacker()
  	if tc:IsRelateToBattle() then
  		local lv = tc:GetLevel()
  		Duel.SendtoHand(tc, nil, REASON_EFFECT)
  		if not c:IsStatus(STATUS_BATTLE_DESTROYED) then
  			local e1 = Effect.CreateEffect(c)
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetCode(EFFECT_UPDATE_DEFENSE)
  			e1:SetValue(lv * 100)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE)
  			c:RegisterEffect(e1)
  		end
  	end
  end
  
  
source_text: Jurrac
  If this card is attacked, return the attacking monster to the hand after damage calculation and this card gains DEF equal to the returned monster's Level x 100.
target_text: -- Jurrac
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--tohand
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND)
  	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
  	e1:SetCode(EVENT_BATTLED)
  	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 e:GetHandler() == Duel.GetAttackTarget()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local tc = Duel.GetAttacker()
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, tc, 1, 0, 0)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetAttacker()
  	if tc:IsRelateToBattle() then
  		local lv = tc:GetLevel()
  		Duel.SendtoHand(tc, nil, REASON_EFFECT)
  		if not c:IsStatus(STATUS_BATTLE_DESTROYED) then
  			local e1 = Effect.CreateEffect(c)
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetCode(EFFECT_UPDATE_DEFENSE)
  			e1:SetValue(lv * 100)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE)
  			c:RegisterEffect(e1)
  		end
  	end
  end
  
  