--メサイアの蟻地獄
--Infinite Dismissal
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(TIMING_END_PHASE)
	c:RegisterEffect(e1)
	--destroy
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_DESTROY)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCountLimit(1)
	e2:SetCode(EVENT_PHASE+PHASE_END)
	e2:SetTarget(s.target)
	e2:SetOperation(s.activate)
	e2:SetLabel(1)
	c:RegisterEffect(e2)
	aux.GlobalCheck(s,function()
		local ge1=Effect.CreateEffect(c)
		ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge1:SetCode(EVENT_SUMMON_SUCCESS)
		ge1:SetOperation(s.checkop)
		Duel.RegisterEffect(ge1,0)
		local ge2=Effect.CreateEffect(c)
		ge2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge2:SetCode(EVENT_FLIP_SUMMON_SUCCESS)
		ge2:SetOperation(s.checkop)
		Duel.RegisterEffect(ge2,0)
	end)
end
function s.checkop(e,tp,eg,ep,ev,re,r,rp)
	eg:GetFirst():RegisterFlagEffect(id,RESETS_STANDARD_PHASE_END,0,1)
end
function s.filter(c)
	return c:IsLevelBelow(3) and c:GetFlagEffect(id)~=0
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():GetFlagEffect(id+1)==0 end
	local g=Duel.GetMatchingGroup(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,#g,0,0)
	e:GetHandler():RegisterFlagEffect(id+1,RESET_PHASE|PHASE_END,0,1)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	if e:GetLabel()==0 or not e:GetHandler():IsRelateToEffect(e) then return end
	local g=Duel.GetMatchingGroup(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
	Duel.Destroy(g,REASON_EFFECT)
end