--Composing the Vertex Melody local s,id,off=GetID() function s.initial_effect(c) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCountLimit(1,id+EFFECT_COUNT_CODE_OATH) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetCategory(CATEGORY_TODECK+CATEGORY_SPECIAL_SUMMON) e1:SetTarget(s.tg) e1:SetOperation(s.act) c:RegisterEffect(e1) end function s.cfilter(c,e,tp) return c:IsSetCard(0x5a3) and c:IsAbleToExtra() and Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_EXTRA,0,1,nil,e,tp,c) end function s.filter(c,e,tp,tc) return c:IsLevel(3) and c:IsSetCard(0x5a3) and c:IsType(TYPE_FUSION) and not c:IsCode(tc:GetOriginalCode()) and c:IsCanBeSpecialSummoned(e,SUMMON_TYPE_FUSION,tp,false,false) end function s.tg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_PZONE) and chkc:IsControler(tp) and s.cfilter(chkc,e,tp) end if chk==0 then return Duel.GetLocationCountFromEx(tp,tp,nil,TYPE_FUSION)>0 and Duel.IsExistingTarget(s.cfilter,tp,LOCATION_PZONE,0,1,nil,e,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK) Duel.SetOperationInfo(0,CATEGORY_TODECK,Duel.SelectTarget(tp,s.cfilter,tp,LOCATION_PZONE,0,1,1,nil,e,tp),1,0,0) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA) end function s.act(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if not tc:IsRelateToEffect(e) or Duel.SendtoDeck(tc,nil,1,REASON_EFFECT)==0 or not tc:IsLocation(LOCATION_EXTRA) or tc:IsFaceup() then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local sc=Duel.SelectMatchingCard(tp,s.filter,tp,LOCATION_EXTRA,0,1,1,nil,e,tp,tc):GetFirst() if sc then Duel.SpecialSummon(sc,SUMMON_TYPE_FUSION,tp,tp,false,false,POS_FACEUP) sc:CompleteProcedure() end end