--鬼動武者
--Samurai Destroyer
--Scripted by Eerie Code
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	Synchro.AddProcedure(c,nil,1,1,Synchro.NonTuner(nil),1,99)
	--actlimit
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
	e1:SetRange(LOCATION_MZONE)
	e1:SetTargetRange(0,1)
	e1:SetValue(1)
	e1:SetCondition(s.con)
	c:RegisterEffect(e1)
	--disable
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_ATTACK_ANNOUNCE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCondition(s.con)
	e2:SetOperation(s.disop)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	c:RegisterEffect(e3)
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_FIELD)
	e4:SetCode(EFFECT_DISABLE)
	e4:SetRange(LOCATION_MZONE)
	e4:SetTargetRange(0,LOCATION_MZONE)
	e4:SetTarget(s.distg)
	c:RegisterEffect(e4)
	--special summon
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,0))
	e5:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e5:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e5:SetCode(EVENT_LEAVE_FIELD)
	e5:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP)
	e5:SetCondition(s.spcon)
	e5:SetTarget(s.sptg)
	e5:SetOperation(s.spop)
	c:RegisterEffect(e5)
end
function s.con(e)
	local c=e:GetHandler()
	return (Duel.GetAttacker()==c and c:GetBattleTarget()) or Duel.GetAttackTarget()==c
end
function s.distg(e,c)
	return c==e:GetHandler():GetBattleTarget()
end
function s.disop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetAttackTarget()
	if not tc then return end
	if tc:IsControler(tp) then tc=Duel.GetAttacker() end
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_DISABLE)
	e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_BATTLE)
	tc:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_DISABLE_EFFECT)
	e2:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_BATTLE)
	tc:RegisterEffect(e2)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return rp~=tp and c:IsReason(REASON_EFFECT) and c:GetPreviousControler()==tp and c:IsPreviousPosition(POS_FACEUP)
end
function s.filter(c,e,tp)
	return c:IsRace(RACE_MACHINE) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_GRAVE) and s.filter(chkc,e,tp) end
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingTarget(s.filter,tp,LOCATION_GRAVE,0,1,nil,e,tp) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_GRAVE,0,1,1,nil,e,tp)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP)
	end
end