--封魔の矢
function c97120394.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(TIMING_BATTLE_START)
	e1:SetCondition(c97120394.condition)
	e1:SetTarget(c97120394.target)
	e1:SetOperation(c97120394.activate)
	c:RegisterEffect(e1)
end
function c97120394.condition(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetCurrentPhase()==PHASE_BATTLE_START
end
function c97120394.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
		Duel.SetChainLimit(aux.FALSE)
	end
end
function c97120394.activate(e,tp,eg,ep,ev,re,r,rp)
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1,1)
	e1:SetValue(c97120394.aclimit)
	e1:SetReset(RESET_PHASE+PHASE_END)
	Duel.RegisterEffect(e1,tp)
end
function c97120394.aclimit(e,re,tp)
	return re:IsActiveType(TYPE_SPELL+TYPE_TRAP)
end
