--EMオッドアイズ・メタル・クロウ
--Performapal Odd-Eyes Metal Claw
local s,id=GetID()
function s.initial_effect(c)
	--fusion material
	c:EnableReviveLimit()
	Fusion.AddProcMix(c,true,true,aux.FilterBoolFunctionEx(Card.IsSetCard,SET_ODD_EYES),aux.FilterBoolFunctionEx(Card.IsSetCard,SET_PERFORMAPAL))
	--cannot fusion material
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e1:SetCode(EFFECT_CANNOT_BE_FUSION_MATERIAL)
	e1:SetValue(1)
	c:RegisterEffect(e1)
	--indes
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
	e2:SetCondition(s.immcon)
	e2:SetOperation(s.immop)
	c:RegisterEffect(e2)
	--atkup
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_ATKCHANGE)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
	e3:SetCode(EVENT_ATTACK_ANNOUNCE)
	e3:SetOperation(s.atkop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_ODD_EYES,SET_PERFORMAPAL}
s.listed_names={CARD_POLYMERIZATION}
s.material_setcode={SET_ODD_EYES,SET_PERFORMAPAL}
function s.immcon(e,tp,eg,ep,ev,re,r,rp)
	return re and re:GetHandler():IsCode(CARD_POLYMERIZATION) and e:GetHandler():IsFusionSummoned()
end
function s.immop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE+EFFECT_FLAG_CLIENT_HINT)
	e1:SetCode(EFFECT_IMMUNE_EFFECT)
	e1:SetRange(LOCATION_MZONE)
	e1:SetValue(s.efilter)
	e1:SetReset(RESET_EVENT|RESETS_STANDARD)
	c:RegisterEffect(e1)
end
function s.efilter(e,te)
	return te:GetOwner()~=e:GetOwner()
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetMatchingGroup(Card.IsFaceup,tp,LOCATION_MZONE,0,nil)
	local tc=g:GetFirst()
	for tc in aux.Next(g) do
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(300)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_BATTLE)
		tc:RegisterEffect(e1)
	end
end