--戦華史略－東南之風

--Scripted by mallu11
function c101101060.initial_effect(c)
	--activate
	local e0=Effect.CreateEffect(c)
	e0:SetDescription(aux.Stringid(101101060,0))
	e0:SetType(EFFECT_TYPE_ACTIVATE)
	e0:SetCode(EVENT_FREE_CHAIN)
	e0:SetTarget(c101101060.target)
	c:RegisterEffect(e0)
	--coin
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(101101060,1))
	e1:SetCategory(CATEGORY_COIN+CATEGORY_TOGRAVE)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_SZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(c101101060.cointg)
	e1:SetOperation(c101101060.coinop)
	c:RegisterEffect(e1)
	--effect
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(101101060,2))
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_TO_GRAVE)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCondition(c101101060.efcon)
	e2:SetTarget(c101101060.eftg)
	e2:SetOperation(c101101060.efop)
	c:RegisterEffect(e2)
end
function c101101060.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	local c=e:GetHandler()
	--send to grave
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetCode(EVENT_PHASE+PHASE_STANDBY)
	e1:SetCountLimit(1)
	e1:SetRange(LOCATION_SZONE)
	e1:SetCondition(c101101060.stgcon)
	e1:SetOperation(c101101060.stgop)
	e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_STANDBY+RESET_SELF_TURN,2)
	c:SetTurnCounter(0)
	c:RegisterEffect(e1)
end
function c101101060.stgcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetTurnPlayer()==tp
end
function c101101060.stgop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local ct=c:GetTurnCounter()
	ct=ct+1
	c:SetTurnCounter(ct)
	if ct==2 then
		Duel.SendtoGrave(c,REASON_RULE)
	end
end
function c101101060.cointg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():IsAbleToGrave() end
	Duel.SetOperationInfo(0,CATEGORY_COIN,nil,0,tp,1)
	Duel.SetOperationInfo(0,CATEGORY_TOGRAVE,e:GetHandler(),0,0,0)
end
function c101101060.coinop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local res=Duel.TossCoin(tp,1)
	if res==1 then
		Duel.SendtoGrave(c,REASON_EFFECT)
	end
end
function c101101060.efcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsPreviousLocation(LOCATION_SZONE)
end
function c101101060.effilter(c)
	return c:IsFaceup() and c:IsSetCard(0x137) and c:IsType(TYPE_EFFECT)
end
function c101101060.eftg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(c101101060.effilter,tp,LOCATION_MZONE,0,1,nil) end
end
function c101101060.efop(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_CHAINING)
	e1:SetOperation(c101101060.chainop)
	e1:SetReset(RESET_PHASE+PHASE_END)
	Duel.RegisterEffect(e1,tp)
	local g=Duel.GetMatchingGroup(c101101060.effilter,tp,LOCATION_MZONE,0,nil)
	local tc=g:GetFirst()
	while tc do
		local e2=Effect.CreateEffect(tc)
		e2:SetDescription(aux.Stringid(101101060,3))
		e2:SetCategory(CATEGORY_DESTROY)
		e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
		e2:SetCode(EVENT_ATTACK_ANNOUNCE)
		e2:SetProperty(EFFECT_FLAG_CLIENT_HINT)
		e2:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
		e2:SetTarget(c101101060.destg)
		e2:SetOperation(c101101060.desop)
		tc:RegisterEffect(e2)
		tc=g:GetNext()
	end
end
function c101101060.chainop(e,tp,eg,ep,ev,re,r,rp)
	if re:GetHandler():IsSetCard(0x137) and ep==tp then
		Duel.SetChainLimit(c101101060.chainlm)
	end
end
function c101101060.chainlm(e,ep,tp)
	return tp==ep
end
function c101101060.destg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(aux.TRUE,tp,0,LOCATION_ONFIELD,1,nil) end
	local g=Duel.GetMatchingGroup(aux.TRUE,tp,0,LOCATION_ONFIELD,nil)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0)
end
function c101101060.desop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
	local g=Duel.SelectMatchingCard(tp,aux.TRUE,tp,0,LOCATION_ONFIELD,1,1,nil)
	if g:GetCount()>0 then
		Duel.HintSelection(g)
		Duel.Destroy(g,REASON_EFFECT)
	end
end
