--ゴブリン陽動部隊
function c18960169.initial_effect(c)
	--draw
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(18960169,0))
	e1:SetCategory(CATEGORY_DRAW)
	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_PLAYER_TARGET)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCode(EVENT_DAMAGE)
	e1:SetCondition(c18960169.condition)
	e1:SetTarget(c18960169.target)
	e1:SetOperation(c18960169.operation)
	c:RegisterEffect(e1)
	--to defence
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_PHASE+PHASE_BATTLE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetCondition(c18960169.poscon)
	e2:SetOperation(c18960169.posop)
	c:RegisterEffect(e2)
end
function c18960169.condition(e,tp,eg,ep,ev,re,r,rp)
	return ep~=tp and r==REASON_BATTLE and e:GetHandler()==eg:GetFirst()
end
function c18960169.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,1) end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(1)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function c18960169.operation(e,tp,eg,ep,ev,re,r,rp)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	Duel.Draw(p,d,REASON_EFFECT)
end
function c18960169.poscon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetAttackedCount()>0
end
function c18960169.posop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsAttack() then
		Duel.ChangePosition(c,POS_FACEUP_DEFENCE)
	end
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_COPY_INHERIT)
	e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END,3)
	c:RegisterEffect(e1)
end
