name: コストダウン
card_text: 1:手札を1枚捨てて発動できる。
  このターン、自分の手札のモンスターのレベルを2つ下げる。
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:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsDiscardable, tp, LOCATION_HAND, 0, 1, e:GetHandler())
  	end
  	Duel.DiscardHand(tp, Card.IsDiscardable, 1, 1, REASON_COST + REASON_DISCARD)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local hg = Duel.GetFieldGroup(tp, LOCATION_HAND, 0):Filter(Card.IsLevelAbove, nil, 1)
  	local tc = hg:GetFirst()
  	while tc do
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LEVEL)
  		e1:SetValue(-2)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TOFIELD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  		tc = hg:GetNext()
  	end
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetCode(EVENT_TO_HAND)
  	e2:SetReset(RESET_PHASE + PHASE_END)
  	e2:SetOperation(s.hlvop)
  	Duel.RegisterEffect(e2, tp)
  end
  function s.hlvfilter(c, tp)
  	return c:IsLevelAbove(1) and c:IsControler(tp)
  end
  function s.hlvop(e, tp, eg, ep, ev, re, r, rp)
  	local hg = eg:Filter(s.hlvfilter, nil, tp)
  	local tc = hg:GetFirst()
  	while tc do
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LEVEL)
  		e1:SetValue(-2)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TOFIELD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  		tc = hg:GetNext()
  	end
  end
  
  
source_text: コストダウン
  1:手札を1枚捨てて発動できる。
  このターン、自分の手札のモンスターのレベルを2つ下げる。
target_text: -- コストダウン
  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:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsDiscardable, tp, LOCATION_HAND, 0, 1, e:GetHandler())
  	end
  	Duel.DiscardHand(tp, Card.IsDiscardable, 1, 1, REASON_COST + REASON_DISCARD)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local hg = Duel.GetFieldGroup(tp, LOCATION_HAND, 0):Filter(Card.IsLevelAbove, nil, 1)
  	local tc = hg:GetFirst()
  	while tc do
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LEVEL)
  		e1:SetValue(-2)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TOFIELD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  		tc = hg:GetNext()
  	end
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetCode(EVENT_TO_HAND)
  	e2:SetReset(RESET_PHASE + PHASE_END)
  	e2:SetOperation(s.hlvop)
  	Duel.RegisterEffect(e2, tp)
  end
  function s.hlvfilter(c, tp)
  	return c:IsLevelAbove(1) and c:IsControler(tp)
  end
  function s.hlvop(e, tp, eg, ep, ev, re, r, rp)
  	local hg = eg:Filter(s.hlvfilter, nil, tp)
  	local tc = hg:GetFirst()
  	while tc do
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LEVEL)
  		e1:SetValue(-2)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD - RESET_TOFIELD + RESET_PHASE + PHASE_END)
  		tc:RegisterEffect(e1)
  		tc = hg:GetNext()
  	end
  end
  
  