--踊る妖精
--Dancing Fairy
local s,id=GetID()
function s.initial_effect(c)
	--recover
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_RECOVER)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EVENT_PHASE|PHASE_STANDBY)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	return tp==Duel.GetTurnPlayer() and e:GetHandler():IsDefensePos()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(1000)
	Duel.SetOperationInfo(0,CATEGORY_RECOVER,nil,0,tp,1000)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and c:IsPosition(POS_FACEUP_DEFENSE) then
		Duel.Recover(p,d,REASON_EFFECT)
	end
end