--昇天の剛角笛
function c1637760.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DISABLE_SUMMON+CATEGORY_DESTROY+CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_SPSUMMON)
	e1:SetCondition(c1637760.condition)
	e1:SetTarget(c1637760.target)
	e1:SetOperation(c1637760.activate)
	c:RegisterEffect(e1)
end
function c1637760.condition(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetCurrentChain()==0 and Duel.GetTurnPlayer()~=tp and rp==1-tp
		and (Duel.GetCurrentPhase()==PHASE_MAIN1 or Duel.GetCurrentPhase()==PHASE_MAIN2)
end
function c1637760.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(1-tp,1) end
	Duel.SetOperationInfo(0,CATEGORY_DISABLE_SUMMON,eg,eg:GetCount(),0,0)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,eg:GetCount(),0,0)
end
function c1637760.activate(e,tp,eg,ep,ev,re,r,rp)
	Duel.NegateSummon(eg)
	Duel.Destroy(eg,REASON_EFFECT)
	Duel.BreakEffect()
	Duel.Draw(1-tp,1,REASON_EFFECT)
	Duel.SkipPhase(1-tp,Duel.GetCurrentPhase(),RESET_PHASE+PHASE_END,1)
end
