--バイバイダメージ
--Bye Bye Damage
--Scripted by Eerie Code
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e1:SetCondition(s.condition)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	local t=Duel.GetAttackTarget()
	return t and t:IsControler(tp) and Duel.GetFlagEffect(tp,id)==0
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetAttackTarget()
	if tc and tc:IsRelateToBattle() and tc:IsFaceup() then
		Duel.RegisterFlagEffect(tp,id,RESET_PHASE|PHASE_END,0,1)
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
		e1:SetValue(1)
		e1:SetReset(RESET_PHASE|PHASE_DAMAGE)
		tc:RegisterEffect(e1)
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		e2:SetCode(EVENT_BATTLE_DAMAGE)
		e2:SetRange(LOCATION_MZONE)
		e2:SetCondition(s.damcon)
		e2:SetOperation(s.damop)
		e2:SetReset(RESET_PHASE|PHASE_DAMAGE)
		Duel.RegisterEffect(e2,tp)
	end
end
function s.damcon(e,tp,eg,ep,ev,re,r,rp)
	return ep==tp and eg:GetFirst():IsRelateToBattle()
end
function s.damop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Damage(1-tp,ev*2,REASON_EFFECT)
end