name: Half
card_text: During damage calculation, if a monster you control is being attacked: Target that monster you control; that target gains ATK equal to half the original ATK of the attacking monster, until the end of this turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_ATKCHANGE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
  	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)
  	local t = Duel.GetAttackTarget()
  	return t and t:IsControler(tp)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local tg = Duel.GetAttackTarget()
  	if chkc then
  		return chkc == tg
  	end
  	if chk == 0 then
  		return Duel.GetAttacker():IsOnField() and tg:IsCanBeEffectTarget(e)
  	end
  	Duel.SetTargetCard(tg)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local atk = Duel.GetAttacker():GetBaseAttack()
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		e1:SetValue(math.ceil(atk / 2))
  		tc:RegisterEffect(e1)
  	end
  end
  
  
source_text: Half
  During damage calculation, if a monster you control is being attacked: Target that monster you control; that target gains ATK equal to half the original ATK of the attacking monster, until the end of this turn.
target_text: -- Half
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_ATKCHANGE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
  	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)
  	local t = Duel.GetAttackTarget()
  	return t and t:IsControler(tp)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local tg = Duel.GetAttackTarget()
  	if chkc then
  		return chkc == tg
  	end
  	if chk == 0 then
  		return Duel.GetAttacker():IsOnField() and tg:IsCanBeEffectTarget(e)
  	end
  	Duel.SetTargetCard(tg)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local atk = Duel.GetAttacker():GetBaseAttack()
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  		e1:SetValue(math.ceil(atk / 2))
  		tc:RegisterEffect(e1)
  	end
  end
  
  