name: Last
card_text: When an opponent's monster declares an attack while you control an Attack Position monster(s): Change all monsters you control to Defense Position. For the rest of this turn after this card resolves, return any face-up "Performapal" monster you control that is destroyed by battle or card effect to the hand instead of sending it to the Graveyard.
external_ids: local SETCARD_ID_0 = 0x9f --Performapal
  
lua: local SETCARD_ID_0 = 0x9f --Performapal
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_ATTACK_ANNOUNCE)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetAttacker():IsControler(1 - tp)
  end
  function s.filter(c)
  	return c:IsAttackPos() and c:IsCanChangePosition()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
  	end
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
  	if g:GetCount() > 0 then
  		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
  	end
  	if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_FIELD)
  		e1:SetCode(EFFECT_TO_GRAVE_REDIRECT)
  		e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
  		e1:SetTargetRange(LOCATION_MZONE, 0)
  		e1:SetTarget(s.rmtg)
  		e1:SetValue(LOCATION_HAND)
  		e1:SetReset(RESET_PHASE + PHASE_END)
  		Duel.RegisterEffect(e1, tp)
  	end
  end
  function s.rmtg(e, c)
  	return c:IsSetCard(SETCARD_ID_0) and c:IsReason(REASON_DESTROY) and c:IsReason(REASON_BATTLE + REASON_EFFECT)
  end
  
  
source_text: Last
  When an opponent's monster declares an attack while you control an Attack Position monster(s): Change all monsters you control to Defense Position. For the rest of this turn after this card resolves, return any face-up "Performapal" monster you control that is destroyed by battle or card effect to the hand instead of sending it to the Graveyard.
target_text: -- Last
  local SETCARD_ID_0 = 0x9f --Performapal
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_ATTACK_ANNOUNCE)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetAttacker():IsControler(1 - tp)
  end
  function s.filter(c)
  	return c:IsAttackPos() and c:IsCanChangePosition()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
  	end
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
  	if g:GetCount() > 0 then
  		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
  	end
  	if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_FIELD)
  		e1:SetCode(EFFECT_TO_GRAVE_REDIRECT)
  		e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
  		e1:SetTargetRange(LOCATION_MZONE, 0)
  		e1:SetTarget(s.rmtg)
  		e1:SetValue(LOCATION_HAND)
  		e1:SetReset(RESET_PHASE + PHASE_END)
  		Duel.RegisterEffect(e1, tp)
  	end
  end
  function s.rmtg(e, c)
  	return c:IsSetCard(SETCARD_ID_0) and c:IsReason(REASON_DESTROY) and c:IsReason(REASON_BATTLE + REASON_EFFECT)
  end
  
  