執念の剣
装備モンスターの攻撃力・守備力は500ポイントアップする。
このカードが墓地へ送られた時、このカードをデッキの一番上に戻す。
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_CONTINUOUS_TARGET)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Atk up
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_EQUIP)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetValue(500)
	c:RegisterEffect(e2)
	local e3 = e2:Clone()
	e3:SetCode(EFFECT_UPDATE_DEFENSE)
	c:RegisterEffect(e3)
	--Equip limit
	local e4 = Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_SINGLE)
	e4:SetCode(EFFECT_EQUIP_LIMIT)
	e4:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e4:SetValue(1)
	c:RegisterEffect(e4)
	--to deck
	local e5 = Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id, 0))
	e5:SetCategory(CATEGORY_TODECK)
	e5:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
	e5:SetCode(EVENT_TO_GRAVE)
	e5:SetTarget(s.tdtg)
	e5:SetOperation(s.tdop)
	c:RegisterEffect(e5)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsFaceup()
	end
	if chk == 0 then
		return Duel.IsExistingTarget(Card.IsFaceup, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
	Duel.SelectTarget(tp, Card.IsFaceup, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_EQUIP, e:GetHandler(), 1, 0, 0)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if e:GetHandler():IsRelateToEffect(e) and tc:IsRelateToEffect(e) and tc:IsFaceup() then
		Duel.Equip(tp, e:GetHandler(), tc)
	end
end
function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return e:GetHandler():IsRelateToEffect(e)
	end
	Duel.SetOperationInfo(0, CATEGORY_TODECK, e:GetHandler(), 1, 0, 0)
end
function s.tdop(e, tp, eg, ep, ev, re, r, rp)
	if e:GetHandler():IsRelateToEffect(e) then
		Duel.SendtoDeck(e:GetHandler(), nil, SEQ_DECKTOP, REASON_EFFECT)
	end
end


執念の剣
装備モンスターの攻撃力・守備力は500ポイントアップする。
このカードが墓地へ送られた時、このカードをデッキの一番上に戻す。
-- 執念の剣
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_CONTINUOUS_TARGET)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Atk up
	local e2 = Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_EQUIP)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetValue(500)
	c:RegisterEffect(e2)
	local e3 = e2:Clone()
	e3:SetCode(EFFECT_UPDATE_DEFENSE)
	c:RegisterEffect(e3)
	--Equip limit
	local e4 = Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_SINGLE)
	e4:SetCode(EFFECT_EQUIP_LIMIT)
	e4:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e4:SetValue(1)
	c:RegisterEffect(e4)
	--to deck
	local e5 = Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id, 0))
	e5:SetCategory(CATEGORY_TODECK)
	e5:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
	e5:SetCode(EVENT_TO_GRAVE)
	e5:SetTarget(s.tdtg)
	e5:SetOperation(s.tdop)
	c:RegisterEffect(e5)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsFaceup()
	end
	if chk == 0 then
		return Duel.IsExistingTarget(Card.IsFaceup, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
	Duel.SelectTarget(tp, Card.IsFaceup, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_EQUIP, e:GetHandler(), 1, 0, 0)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if e:GetHandler():IsRelateToEffect(e) and tc:IsRelateToEffect(e) and tc:IsFaceup() then
		Duel.Equip(tp, e:GetHandler(), tc)
	end
end
function s.tdtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return e:GetHandler():IsRelateToEffect(e)
	end
	Duel.SetOperationInfo(0, CATEGORY_TODECK, e:GetHandler(), 1, 0, 0)
end
function s.tdop(e, tp, eg, ep, ev, re, r, rp)
	if e:GetHandler():IsRelateToEffect(e) then
		Duel.SendtoDeck(e:GetHandler(), nil, SEQ_DECKTOP, REASON_EFFECT)
	end
end

