--インタラプト・レジスタンス
--Interrupt Resistor
local s,id=GetID()
function s.initial_effect(c)
	--special summon
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_BATTLE_DAMAGE)
	e1:SetRange(LOCATION_HAND)
	e1:SetCondition(s.spcon)
	e1:SetTarget(s.sptg)
	e1:SetOperation(s.spop)
	c:RegisterEffect(e1)
	--def
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_DEFCHANGE)
	e2:SetType(EFFECT_TYPE_TRIGGER_O+EFFECT_TYPE_FIELD)
	e2:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetCondition(s.defcon)
	e2:SetOperation(s.defop)
	c:RegisterEffect(e2)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return ep==tp
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and Duel.SpecialSummonStep(c,0,tp,tp,false,false,POS_FACEUP) then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(ev)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD_DISABLE)
		c:RegisterEffect(e1)
	end
	Duel.SpecialSummonComplete()
end
function s.defcon(e,tp,eg,ep,ev,re,r,rp)
	local a=Duel.GetAttacker()
	local d=a:GetBattleTarget()
	e:SetLabelObject(d)
	return a:IsControler(1-tp) and d and d:IsDefensePos() and d:IsControler(tp) and d~=e:GetHandler()
end
function s.defop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=e:GetLabelObject()
	if tc:IsRelateToBattle() and tc:IsFaceup() and c:IsRelateToEffect(e) and c:IsFaceup() then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_DEFENSE_FINAL)
		e1:SetValue(c:GetDefense())
		e1:SetReset(RESET_PHASE|PHASE_DAMAGE)
		tc:RegisterEffect(e1)
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
		e2:SetValue(1)
		e2:SetReset(RESET_PHASE|PHASE_DAMAGE)
		tc:RegisterEffect(e2)
	end
end