name: Big
card_text: After this card's activation, it remains on the field, but destroy it during your opponent's 3rd End Phase. Tribute 1 Dinosaur monster to activate this card; while this card is face-up on the field, you can Normal Summon Level 5 or higher Dinosaur monsters without Tributing.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	c:RegisterEffect(e1)
  	--reduce tribute
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetCode(EFFECT_SUMMON_PROC)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetTargetRange(LOCATION_HAND, 0)
  	e2:SetCondition(s.ntcon)
  	e2:SetTarget(s.nttg)
  	c:RegisterEffect(e2)
  	--remain field
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_SINGLE)
  	e3:SetCode(EFFECT_REMAIN_FIELD)
  	c:RegisterEffect(e3)
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.CheckReleaseGroup(tp, Card.IsRace, 1, nil, RACE_DINOSAUR)
  	end
  	local g = Duel.SelectReleaseGroup(tp, Card.IsRace, 1, 1, nil, RACE_DINOSAUR)
  	Duel.Release(g, REASON_COST)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local c = e:GetHandler()
  	c:SetTurnCounter(0)
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetCountLimit(1)
  	e1:SetRange(LOCATION_SZONE)
  	e1:SetCondition(s.descon)
  	e1:SetOperation(s.desop)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  	c:RegisterEffect(e1)
  end
  function s.descon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() ~= tp
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local ct = c:GetTurnCounter()
  	ct = ct + 1
  	c:SetTurnCounter(ct)
  	if ct == 3 then
  		Duel.Destroy(c, REASON_RULE)
  	end
  end
  function s.ntcon(e, c, minc)
  	if c == nil then
  		return true
  	end
  	return e:GetHandler():GetType() == TYPE_SPELL and minc == 0 and Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0
  end
  function s.nttg(e, c)
  	return c:IsLevelAbove(5) and c:IsRace(RACE_DINOSAUR)
  end
  
  
source_text: Big
  After this card's activation, it remains on the field, but destroy it during your opponent's 3rd End Phase. Tribute 1 Dinosaur monster to activate this card; while this card is face-up on the field, you can Normal Summon Level 5 or higher Dinosaur monsters without Tributing.
target_text: -- Big
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	c:RegisterEffect(e1)
  	--reduce tribute
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetCode(EFFECT_SUMMON_PROC)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetTargetRange(LOCATION_HAND, 0)
  	e2:SetCondition(s.ntcon)
  	e2:SetTarget(s.nttg)
  	c:RegisterEffect(e2)
  	--remain field
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_SINGLE)
  	e3:SetCode(EFFECT_REMAIN_FIELD)
  	c:RegisterEffect(e3)
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.CheckReleaseGroup(tp, Card.IsRace, 1, nil, RACE_DINOSAUR)
  	end
  	local g = Duel.SelectReleaseGroup(tp, Card.IsRace, 1, 1, nil, RACE_DINOSAUR)
  	Duel.Release(g, REASON_COST)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local c = e:GetHandler()
  	c:SetTurnCounter(0)
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetCountLimit(1)
  	e1:SetRange(LOCATION_SZONE)
  	e1:SetCondition(s.descon)
  	e1:SetOperation(s.desop)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  	c:RegisterEffect(e1)
  end
  function s.descon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() ~= tp
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local ct = c:GetTurnCounter()
  	ct = ct + 1
  	c:SetTurnCounter(ct)
  	if ct == 3 then
  		Duel.Destroy(c, REASON_RULE)
  	end
  end
  function s.ntcon(e, c, minc)
  	if c == nil then
  		return true
  	end
  	return e:GetHandler():GetType() == TYPE_SPELL and minc == 0 and Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0
  end
  function s.nttg(e, c)
  	return c:IsLevelAbove(5) and c:IsRace(RACE_DINOSAUR)
  end
  
  