--結束と絆の超魔導剣士
local s,id,o=GetID()
function s.initial_effect(c)
	--synchro summon
	aux.AddSynchroProcedure(c,nil,aux.NonTuner(s.synfilter),1)
	Synchro.AddSynchroProcedure(c,{
		non_tuner_filter=s.synfilter,
	})
	c:EnableReviveLimit()
	--indes
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
	e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCondition(s.indcon)
	e1:SetValue(aux.indoval)
	c:RegisterEffect(e1)
	--cannot target
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
	e2:SetCondition(s.indcon)
	e2:SetValue(aux.tgoval)
	c:RegisterEffect(e2)
	--Atk up
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetCode(EFFECT_UPDATE_ATTACK)
	e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCondition(s.atkcon)
	e3:SetValue(s.atkval)
	c:RegisterEffect(e3)
	local e4=e3:Clone()
	e4:SetCode(EFFECT_UPDATE_DEFENSE)
	c:RegisterEffect(e4)
	--negate spell
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,0))
	e5:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY)
	e5:SetType(EFFECT_TYPE_QUICK_O)
	e5:SetCode(EVENT_CHAINING)
	e5:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL)
	e5:SetRange(LOCATION_MZONE)
	e5:SetCountLimit(1)
	e5:SetCondition(s.negcon)
	e5:SetTarget(s.negtg)
	e5:SetOperation(s.negop)
	c:RegisterEffect(e5)
end
function s.indcon(e)
	return e:GetHandler():IsSummonType(SUMMON_TYPE_SYNCHRO)
end
function s.synfilter(c)
	return c:GetBaseAttack()==2500 and c:GetBaseDefense()==2500
end
function s.atkcon(e)
	local c=e:GetHandler()
	return c:IsSummonType(SUMMON_TYPE_SYNCHRO) and Duel.GetFieldGroupCount(c:GetControler(),LOCATION_GRAVE,0)>=25
end
function s.atkval(e,c)
	return Duel.GetFieldGroupCount(c:GetControler(),LOCATION_GRAVE+LOCATION_ONFIELD,LOCATION_GRAVE+LOCATION_ONFIELD)*100
end
function s.negcon(e,tp,eg,ep,ev,re,r,rp)
	if e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) then return false end
	return Duel.GetFieldGroupCount(tp,0,LOCATION_GRAVE)>=25 and re:IsActiveType(TYPE_SPELL) and re:IsHasType(EFFECT_TYPE_ACTIVATE) and Duel.IsChainNegatable(ev)
end
function s.negtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
	if re:GetHandler():IsDestructable() and re:GetHandler():IsRelateToEffect(re) then
		Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0)
	end
end
function s.negop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.NegateActivation(ev) and re:GetHandler():IsRelateToEffect(re) then
		Duel.Destroy(eg,REASON_EFFECT)
	end
end
