--Cursed Ring
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_ATTACK_ANNOUNCE)
	e1:SetCondition(s.condition)
	e1:SetCost(aux.RemainFieldCost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetAttacker():IsControler(1-tp)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:IsHasType(EFFECT_TYPE_ACTIVATE) end
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) or c:IsStatus(STATUS_LEAVE_CONFIRMED) then return end
	local tc=Duel.GetAttacker()
	if tc and tc:IsRelateToBattle() and tc:IsFaceup() then
		Duel.Equip(tp,c,tc)
		--battle
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_FIELD)
		e1:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
		e1:SetRange(LOCATION_SZONE)
		e1:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE)
		e1:SetTarget(s.indtg)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT+RESETS_STANDARD)
		c:RegisterEffect(e1)
		--Equip limit
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetCode(EFFECT_EQUIP_LIMIT)
		e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e2:SetValue(1)
		e2:SetReset(RESET_EVENT+RESETS_STANDARD)
		c:RegisterEffect(e2)
	else
		c:CancelToGrave(false)
	end
end
function s.indtg(e,c)
	local bc=e:GetHandler():GetEquipTarget():GetBattleTarget()
	return bc and bc==c
end