--ダイノルフィア・インタクト
--Dinomorphia Intact
--scripted by Naim
local s,id=GetID()
function s.initial_effect(c)
	--Negate activation of a monster effect
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_CHAINING)
	e1:SetCountLimit(1,id,EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.condition)
	e1:SetCost(s.cost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--Prevent battle damage
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e2:SetRange(LOCATION_GRAVE)
	e2:SetCondition(s.nodamcon)
	e2:SetCost(Cost.SelfBanish)
	e2:SetOperation(s.nodamop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_DINOMORPHIA}
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	return re:IsMonsterEffect() and Duel.IsChainNegatable(ev)
		and Duel.IsExistingMatchingCard(aux.FaceupFilter(Card.IsSetCard,SET_DINOMORPHIA),tp,LOCATION_ONFIELD,0,1,nil)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.PayLPCost(tp,Duel.GetLP(tp)//2)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
	local rc=re:GetHandler()
	if rc:IsDestructable() and rc:IsRelateToEffect(re) then
		Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0)
	end
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	--Change battle damage
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetDescription(aux.Stringid(id,2))
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CLIENT_HINT)
	e1:SetCode(EFFECT_CHANGE_BATTLE_DAMAGE)
	e1:SetTargetRange(1,0)
	e1:SetValue(function(e) return Duel.GetLP(e:GetHandlerPlayer())/2 end)
	e1:SetReset(RESET_PHASE|PHASE_END)
	Duel.RegisterEffect(e1,tp)
	--Negate the activation and destroy the monster
	if Duel.NegateActivation(ev) and re:GetHandler():IsRelateToEffect(re) then
		Duel.Destroy(eg,REASON_EFFECT)
	end
end
function s.nodamcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetLP(tp)<=2000 and Duel.GetBattleDamage(tp)>0 and not Duel.IsPlayerAffectedByEffect(tp,EFFECT_AVOID_BATTLE_DAMAGE)
end
function s.nodamop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.IsPlayerAffectedByEffect(tp,EFFECT_AVOID_BATTLE_DAMAGE) then return end
	--No battle damage
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_AVOID_BATTLE_DAMAGE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1,0)
	e1:SetReset(RESET_PHASE|PHASE_DAMAGE)
	Duel.RegisterEffect(e1,tp)
end