--レイン・ボーズ
--Rain Bozu
local s,id=GetID()
function s.initial_effect(c)
	Pendulum.AddProcedure(c)
	--atk
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1)
	e1:SetCondition(s.atkcon1)
	e1:SetTarget(s.atktg1)
	e1:SetOperation(s.atkop1)
	c:RegisterEffect(e1)
	--atk/def while in the monster zone
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCondition(s.atkcon2)
	e2:SetValue(s.atkval)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EFFECT_UPDATE_DEFENSE)
	e3:SetCondition(s.defcon)
	c:RegisterEffect(e3)
	--to defense
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e4:SetCode(EVENT_PHASE|PHASE_BATTLE)
	e4:SetRange(LOCATION_MZONE)
	e4:SetCountLimit(1)
	e4:SetCondition(s.poscon)
	e4:SetOperation(s.posop)
	c:RegisterEffect(e4)
	--pendulum
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,2))
	e5:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e5:SetProperty(EFFECT_FLAG_DELAY)
	e5:SetCode(EVENT_DESTROYED)
	e5:SetCondition(s.pencon)
	e5:SetTarget(s.pentg)
	e5:SetOperation(s.penop)
	c:RegisterEffect(e5)
end
function s.atkcon1(e,tp,eg,ep,ev,re,r,rp)
	return math.abs(Duel.GetFieldGroupCount(tp,LOCATION_EXTRA,0)-Duel.GetFieldGroupCount(tp,0,LOCATION_EXTRA))>0
end
function s.atktg1(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and chkc:IsFaceup() end
	if chk==0 then return Duel.IsExistingTarget(Card.IsFaceup,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP)
	Duel.SelectTarget(tp,Card.IsFaceup,tp,LOCATION_MZONE,0,1,1,nil)
end
function s.atkop1(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	local atk=math.abs(Duel.GetFieldGroupCount(tp,LOCATION_EXTRA,0)-Duel.GetFieldGroupCount(tp,0,LOCATION_EXTRA))
	if tc:IsFaceup() and tc:IsRelateToEffect(e) and atk>0 then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(atk*100)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
	end
end
function s.atkcon2(e)
	return Duel.GetTurnPlayer()==e:GetHandlerPlayer()
end
function s.atkval(e,c)
	local tp=c:GetControler()
	return math.abs(Duel.GetFieldGroupCount(tp,LOCATION_EXTRA,0)-Duel.GetFieldGroupCount(tp,0,LOCATION_EXTRA))*200
end
function s.defcon(e)
	return Duel.GetTurnPlayer()~=e:GetHandlerPlayer()
end
function s.poscon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetAttackedCount()>0
end
function s.posop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsAttackPos() then
		Duel.ChangePosition(c,POS_FACEUP_DEFENSE)
	end
end
function s.pencon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousLocation(LOCATION_MZONE) and c:IsFaceup()
end
function s.pentg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckPendulumZones(tp) end
end
function s.penop(e,tp,eg,ep,ev,re,r,rp)
	if not Duel.CheckPendulumZones(tp) then return end
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end