name: Pendulum
card_text: Banish 5 face-up Pendulum Monsters from your Extra Deck; place 1 Pendulum Monster from your Deck or face-up Extra Deck in your Pendulum Zone. You can banish this card from your GY, then target 1 card in any Pendulum Zone; reduce its Pendulum Scale by 1 (min. 0). You can only activate 1 "Pendulum Pendant" per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_LIMIT_ZONE)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	e1:SetValue(s.zones)
  	c:RegisterEffect(e1)
  	--reduce scale
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.rstg)
  	e2:SetOperation(s.rsop)
  	c:RegisterEffect(e2)
  end
  function s.zones(e, tp, eg, ep, ev, re, r, rp)
  	local zone = 0xff
  	local p0 = Duel.CheckLocation(tp, LOCATION_PZONE, 0)
  	local p1 = Duel.CheckLocation(tp, LOCATION_PZONE, 1)
  	local b = e:IsHasType(EFFECT_TYPE_ACTIVATE) and not e:GetHandler():IsLocation(LOCATION_SZONE)
  	if not b or p0 and p1 then
  		return zone
  	end
  	if p0 then
  		zone = zone - 0x1
  	end
  	if p1 then
  		zone = zone - 0x10
  	end
  	return zone
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsAbleToRemoveAsCost()
  end
  function s.check(g, tp)
  	return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_DECK + LOCATION_EXTRA, 0, 1, g)
  end
  function s.filter(c)
  	return c:IsFaceupEx() and c:IsType(TYPE_PENDULUM) and not c:IsForbidden()
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_EXTRA, 0, nil)
  	if chk == 0 then
  		return #g > 4 and g:CheckSubGroup(s.check, 5, 5, tp)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
  	local sg = g:SelectSubGroup(tp, s.check, false, 5, 5, tp)
  	Duel.Remove(sg, POS_FACEUP, REASON_COST)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return (e:IsCostChecked() or Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_DECK + LOCATION_EXTRA, 0, 1, nil))
  			and (Duel.CheckLocation(tp, LOCATION_PZONE, 0) or Duel.CheckLocation(tp, LOCATION_PZONE, 1))
  	end
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	if not (Duel.CheckLocation(tp, LOCATION_PZONE, 0) or Duel.CheckLocation(tp, LOCATION_PZONE, 1)) then
  		return
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOFIELD)
  	local tc = Duel.SelectMatchingCard(tp, s.filter, tp, LOCATION_DECK + LOCATION_EXTRA, 0, 1, 1, nil):GetFirst()
  	if tc then
  		Duel.MoveToField(tc, tp, tp, LOCATION_PZONE, POS_FACEUP, true)
  	end
  end
  function s.rfilter(c)
  	return c:GetCurrentScale() > 0
  end
  function s.rstg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_PZONE)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.rfilter, tp, LOCATION_PZONE, LOCATION_PZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	Duel.SelectTarget(tp, s.rfilter, tp, LOCATION_PZONE, LOCATION_PZONE, 1, 1, nil)
  end
  function s.rsop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LSCALE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		e1:SetValue(-1)
  		tc:RegisterEffect(e1)
  		local e2 = e1:Clone()
  		e2:SetCode(EFFECT_UPDATE_RSCALE)
  		tc:RegisterEffect(e2)
  	end
  end
  
  
source_text: Pendulum
  Banish 5 face-up Pendulum Monsters from your Extra Deck; place 1 Pendulum Monster from your Deck or face-up Extra Deck in your Pendulum Zone. You can banish this card from your GY, then target 1 card in any Pendulum Zone; reduce its Pendulum Scale by 1 (min. 0). You can only activate 1 "Pendulum Pendant" per turn.
target_text: -- Pendulum
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_LIMIT_ZONE)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	e1:SetValue(s.zones)
  	c:RegisterEffect(e1)
  	--reduce scale
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.rstg)
  	e2:SetOperation(s.rsop)
  	c:RegisterEffect(e2)
  end
  function s.zones(e, tp, eg, ep, ev, re, r, rp)
  	local zone = 0xff
  	local p0 = Duel.CheckLocation(tp, LOCATION_PZONE, 0)
  	local p1 = Duel.CheckLocation(tp, LOCATION_PZONE, 1)
  	local b = e:IsHasType(EFFECT_TYPE_ACTIVATE) and not e:GetHandler():IsLocation(LOCATION_SZONE)
  	if not b or p0 and p1 then
  		return zone
  	end
  	if p0 then
  		zone = zone - 0x1
  	end
  	if p1 then
  		zone = zone - 0x10
  	end
  	return zone
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsType(TYPE_PENDULUM) and c:IsAbleToRemoveAsCost()
  end
  function s.check(g, tp)
  	return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_DECK + LOCATION_EXTRA, 0, 1, g)
  end
  function s.filter(c)
  	return c:IsFaceupEx() and c:IsType(TYPE_PENDULUM) and not c:IsForbidden()
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_EXTRA, 0, nil)
  	if chk == 0 then
  		return #g > 4 and g:CheckSubGroup(s.check, 5, 5, tp)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
  	local sg = g:SelectSubGroup(tp, s.check, false, 5, 5, tp)
  	Duel.Remove(sg, POS_FACEUP, REASON_COST)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return (e:IsCostChecked() or Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_DECK + LOCATION_EXTRA, 0, 1, nil))
  			and (Duel.CheckLocation(tp, LOCATION_PZONE, 0) or Duel.CheckLocation(tp, LOCATION_PZONE, 1))
  	end
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	if not (Duel.CheckLocation(tp, LOCATION_PZONE, 0) or Duel.CheckLocation(tp, LOCATION_PZONE, 1)) then
  		return
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOFIELD)
  	local tc = Duel.SelectMatchingCard(tp, s.filter, tp, LOCATION_DECK + LOCATION_EXTRA, 0, 1, 1, nil):GetFirst()
  	if tc then
  		Duel.MoveToField(tc, tp, tp, LOCATION_PZONE, POS_FACEUP, true)
  	end
  end
  function s.rfilter(c)
  	return c:GetCurrentScale() > 0
  end
  function s.rstg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_PZONE)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.rfilter, tp, LOCATION_PZONE, LOCATION_PZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	Duel.SelectTarget(tp, s.rfilter, tp, LOCATION_PZONE, LOCATION_PZONE, 1, 1, nil)
  end
  function s.rsop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LSCALE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		e1:SetValue(-1)
  		tc:RegisterEffect(e1)
  		local e2 = e1:Clone()
  		e2:SetCode(EFFECT_UPDATE_RSCALE)
  		tc:RegisterEffect(e2)
  	end
  end
  
  