--ガード・ブロック
function c24268052.initial_effect(c)
	--
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e1:SetCondition(c24268052.condition)
	e1:SetTarget(c24268052.target)
	e1:SetOperation(c24268052.operation)
	c:RegisterEffect(e1)
end
function c24268052.condition(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetTurnPlayer()~=tp and Duel.GetBattleDamage(tp)>0
end
function c24268052.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,1) end
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function c24268052.operation(e,tp,eg,ep,ev,re,r,rp)
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_PRE_BATTLE_DAMAGE)
	e1:SetOperation(c24268052.damop)
	e1:SetReset(RESET_PHASE+PHASE_DAMAGE)
	Duel.RegisterEffect(e1,tp)
	Duel.Draw(tp,1,REASON_EFFECT)
end
function c24268052.damop(e,tp,eg,ep,ev,re,r,rp)
	Duel.ChangeBattleDamage(tp,0)
end
