--天堂骑士兵 圣锤
function c80020020.initial_effect(c)
	--special summon
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_SPSUMMON_PROC)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e1:SetRange(LOCATION_HAND)
	e1:SetCountLimit(1,80020020)
	e1:SetCondition(c80020020.spcon)
	c:RegisterEffect(e1)
	--atkup
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetDescription(aux.Stringid(80020020,1))
	e2:SetCategory(CATEGORY_ATKCHANGE)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetHintTiming(TIMING_DAMAGE_STEP)
	e2:SetRange(LOCATION_GRAVE)
	e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e2:SetCountLimit(1,80020020)
	e2:SetCondition(c80020020.condition)
	e2:SetCost(c80020020.cost1)
	e2:SetOperation(c80020020.operation1)
	c:RegisterEffect(e2)
	--cannot be target
	local e5=Effect.CreateEffect(c)
	e5:SetType(EFFECT_TYPE_SINGLE)
	e5:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
	e5:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e5:SetRange(LOCATION_MZONE)
	e5:SetValue(1)
	c:RegisterEffect(e5)	
end
function c80020020.filter(c)
	return c:IsFaceup() and c:IsSetCard(0x32d5) and c:GetCode()~=80020020
end
function c80020020.spcon(e,c)
	if c==nil then return true end
	return Duel.GetLocationCount(c:GetControler(),LOCATION_MZONE)>0
		and Duel.IsExistingMatchingCard(c80020020.filter,c:GetControler(),LOCATION_MZONE,0,1,nil)
end
function c80020020.condition(e,tp,eg,ep,ev,re,r,rp)
	local phase=Duel.GetCurrentPhase()
	if phase~=PHASE_DAMAGE or Duel.IsDamageCalculated() then return false end
	local a=Duel.GetAttacker()
	local d=Duel.GetAttackTarget()
	return (a:GetControler()==tp and a:IsSetCard(0x32d5) and a:IsRelateToBattle())
		or (d and d:GetControler()==tp and d:IsSetCard(0x32d5) and d:IsRelateToBattle())
end
function c80020020.cost1(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():IsAbleToRemoveAsCost() end
	Duel.Remove(e:GetHandler(),POS_FACEUP,REASON_COST)
end
function c80020020.operation1(e,tp,eg,ep,ev,re,r,rp,chk)
	local a=Duel.GetAttacker()
	if Duel.GetTurnPlayer()~=tp then a=Duel.GetAttackTarget() end
	if not a:IsRelateToBattle() then return end
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_UPDATE_ATTACK)
	e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END)
	e1:SetValue(1000)
	a:RegisterEffect(e1)
end