--無限泡影
function c10045474.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DISABLE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0,TIMINGS_CHECK_MONSTER)
	e1:SetTarget(c10045474.target)
	e1:SetOperation(c10045474.activate)
	c:RegisterEffect(e1)
	--act in hand
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_TRAP_ACT_IN_HAND)
	e2:SetCondition(c10045474.handcon)
	c:RegisterEffect(e2)
end
function c10045474.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and aux.disfilter1(chkc) end
	if chk==0 then return Duel.IsExistingTarget(aux.disfilter1,tp,0,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP)
	Duel.SelectTarget(tp,aux.disfilter1,tp,0,LOCATION_MZONE,1,1,nil)
end
function c10045474.activate(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetFirstTarget()
	if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsImmuneToEffect(e) then
		Duel.NegateRelatedChain(tc,RESET_TURN_SET)
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_DISABLE)
		e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
		tc:RegisterEffect(e1)
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetCode(EFFECT_DISABLE_EFFECT)
		e2:SetValue(RESET_TURN_SET)
		e2:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
		tc:RegisterEffect(e2)
		if not c:IsStatus(STATUS_ACT_FROM_HAND) and c:IsLocation(LOCATION_SZONE) then
			local e4=Effect.CreateEffect(c)
			e4:SetType(EFFECT_TYPE_FIELD)
			e4:SetCode(EFFECT_DISABLE)
			e4:SetTargetRange(LOCATION_SZONE,LOCATION_SZONE)
			e4:SetTarget(c10045474.distg)
			e4:SetReset(RESET_PHASE+PHASE_END)
			e4:SetLabel(c:GetSequence())
			Duel.RegisterEffect(e4,tp)
			local e5=Effect.CreateEffect(c)
			e5:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
			e5:SetCode(EVENT_CHAIN_SOLVING)
			e5:SetOperation(c10045474.disop)
			e5:SetReset(RESET_PHASE+PHASE_END)
			e5:SetLabel(c:GetSequence())
			Duel.RegisterEffect(e5,tp)
		end
	end
end
function c10045474.distg(e,c)
	local seq=e:GetLabel()
	local p=c:GetControler()
	local tp=e:GetHandlerPlayer()
	return c:IsType(TYPE_SPELL+TYPE_TRAP)
		and ((p==tp and c:GetSequence()==seq) or (p==1-tp and c:GetSequence()==4-seq))
end
function c10045474.disop(e,tp,eg,ep,ev,re,r,rp)
	local tseq=e:GetLabel()
	local loc,seq=Duel.GetChainInfo(ev,CHAININFO_TRIGGERING_LOCATION,CHAININFO_TRIGGERING_SEQUENCE)
	if bit.band(loc,LOCATION_SZONE)~=0 and re:IsActiveType(TYPE_SPELL+TYPE_TRAP)
		and ((rp==tp and seq==tseq) or (rp==1-tp and seq==4-tseq)) then
		Duel.NegateEffect(ev)
	end
end
function c10045474.handcon(e)
	return Duel.GetFieldGroupCount(e:GetHandlerPlayer(),LOCATION_ONFIELD,0)==0
end
