--靈王の波動
local s,id,o=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DISABLE+CATEGORY_DESTROY)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_CHAINING)
	e1:SetCountLimit(1,id+EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.discon)
	e1:SetTarget(s.distg)
	e1:SetOperation(s.disop)
	c:RegisterEffect(e1)
	--act in hand
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_TRAP_ACT_IN_HAND)
	e2:SetCondition(s.handcon)
	c:RegisterEffect(e2)
end
function s.discon(e,tp,eg,ep,ev,re,r,rp)
	return re:IsHasCategory(CATEGORY_SPECIAL_SUMMON) and Duel.IsChainDisablable(ev)
end
function s.distg(e,tp,eg,ep,ev,re,r,rp,chk)
	e:SetLabel(0)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_DISABLE,eg,1,0,0)
	if e:GetHandler():IsStatus(STATUS_ACT_FROM_HAND) then
		e:SetLabel(100)
	end
end
function s.disop(e,tp,eg,ep,ev,re,r,rp)
	Duel.NegateEffect(ev)
	if Duel.IsExistingMatchingCard(Card.IsType,tp,LOCATION_GRAVE,0,1,nil,TYPE_TRAP) and re:GetHandler():IsRelateToEffect(re) then
		Duel.Destroy(eg,REASON_EFFECT)
	end
	if e:GetLabel()==100 then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_FIELD)
		e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
		e1:SetCode(EFFECT_CANNOT_ACTIVATE)
		e1:SetTargetRange(1,0)
		e1:SetValue(s.aclimit)
		Duel.RegisterEffect(e1,tp)
	end
end
function s.handcon(e)
	return Duel.GetFieldGroupCount(e:GetHandlerPlayer(),0,LOCATION_ONFIELD)~=0
end
function s.aclimit(e,re,tp)
	return re:IsActiveType(TYPE_MONSTER) and re:GetHandler():IsAttribute(ATTRIBUTE_LIGHT+ATTRIBUTE_EARTH+ATTRIBUTE_WIND)
end