--補充部隊
function c28486799.initial_effect(c)
	--activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--draw
	local e2=Effect.CreateEffect(c)
	e2:SetCategory(CATEGORY_DRAW)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e2:SetCode(EVENT_DAMAGE)
	e2:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_PLAYER_TARGET)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCondition(c28486799.drcon)
	e2:SetTarget(c28486799.drtg)
	e2:SetOperation(c28486799.drop)
	c:RegisterEffect(e2)
end
function c28486799.drcon(e,tp,eg,ep,ev,re,r,rp)
	return ep==tp and rp~=tp and ev>=1000
end
function c28486799.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	local d=math.floor(ev/1000)
	if chk==0 then return true end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(d)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,d)
end
function c28486799.drop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	if d>0 then
		Duel.Draw(p,d,REASON_EFFECT)
	end
end
