Armor
Once per turn, you can equip this card to a Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, each time the equipped monster inflicts Battle Damage to your opponent, destroy 1 card on the field. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)
local s, id, o = GetID()
function s.initial_effect(c)
	--equip
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetTarget(s.eqtg)
	e1:SetOperation(s.eqop)
	c:RegisterEffect(e1)
	--unequip
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 1))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCondition(aux.IsUnionState)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
	--destroy sub
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_EQUIP)
	e3:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
	e3:SetCode(EFFECT_DESTROY_SUBSTITUTE)
	e3:SetCondition(aux.IsUnionState)
	e3:SetValue(s.repval)
	c:RegisterEffect(e3)
	--destroy
	local e4 = Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id, 2))
	e4:SetCategory(CATEGORY_DESTROY)
	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e4:SetCode(EVENT_BATTLE_DAMAGE)
	e4:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e4:SetRange(LOCATION_SZONE)
	e4:SetCondition(s.descon)
	e4:SetTarget(s.destg)
	e4:SetOperation(s.desop)
	c:RegisterEffect(e4)
	--eqlimit
	local e5 = Effect.CreateEffect(c)
	e5:SetType(EFFECT_TYPE_SINGLE)
	e5:SetCode(EFFECT_UNION_LIMIT)
	e5:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e5:SetValue(s.eqlimit)
	c:RegisterEffect(e5)
end
s.old_union = true
function s.repval(e, re, r, rp)
	return bit.band(r, REASON_BATTLE) ~= 0
end
function s.eqlimit(e, c)
	return c:IsRace(RACE_WARRIOR)
end
function s.filter(c)
	return c:IsFaceup() and c:IsRace(RACE_WARRIOR) and c:GetUnionCount() == 0
end
function s.eqtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc)
	end
	if chk == 0 then
		return e:GetHandler():GetFlagEffect(id) == 0 and Duel.GetLocationCount(tp, LOCATION_SZONE) > 0 and Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, 0, 1, e:GetHandler())
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, e:GetHandler())
	Duel.SetOperationInfo(0, CATEGORY_EQUIP, g, 1, 0, 0)
	e:GetHandler():RegisterFlagEffect(id, RESET_EVENT + 0x7e0000 + RESET_PHASE + PHASE_END, 0, 1)
end
function s.eqop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local tc = Duel.GetFirstTarget()
	if not c:IsRelateToEffect(e) or c:IsFacedown() then
		return
	end
	if not tc:IsRelateToEffect(e) or not s.filter(tc) then
		Duel.SendtoGrave(c, REASON_EFFECT)
		return
	end
	if not Duel.Equip(tp, c, tc, false) then
		return
	end
	aux.SetUnionState(c)
end
function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return e:GetHandler():GetFlagEffect(id) == 0 and Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and e:GetHandler():IsCanBeSpecialSummoned(e, 0, tp, true, false, POS_FACEUP_ATTACK)
	end
	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, e:GetHandler(), 1, 0, 0)
	e:GetHandler():RegisterFlagEffect(id, RESET_EVENT + 0x7e0000 + RESET_PHASE + PHASE_END, 0, 1)
end
function s.spop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if not c:IsRelateToEffect(e) then
		return
	end
	Duel.SpecialSummon(c, 0, tp, tp, true, false, POS_FACEUP_ATTACK)
end
function s.descon(e, tp, eg, ep, ev, re, r, rp)
	return ep ~= tp and e:GetHandler():GetEquipTarget() == eg:GetFirst() and aux.IsUnionState(e)
end
function s.destg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsOnField()
	end
	if chk == 0 then
		return true
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DESTROY)
	local g = Duel.SelectTarget(tp, aux.TRUE, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_DESTROY, g, g:GetCount(), 0, 0)
end
function s.desop(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) then
		Duel.Destroy(tc, REASON_EFFECT)
	end
end


Armor
Once per turn, you can equip this card to a Warrior-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, each time the equipped monster inflicts Battle Damage to your opponent, destroy 1 card on the field. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)
-- Armor
local s, id, o = GetID()
function s.initial_effect(c)
	--equip
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetTarget(s.eqtg)
	e1:SetOperation(s.eqop)
	c:RegisterEffect(e1)
	--unequip
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 1))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCondition(aux.IsUnionState)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
	--destroy sub
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_EQUIP)
	e3:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
	e3:SetCode(EFFECT_DESTROY_SUBSTITUTE)
	e3:SetCondition(aux.IsUnionState)
	e3:SetValue(s.repval)
	c:RegisterEffect(e3)
	--destroy
	local e4 = Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id, 2))
	e4:SetCategory(CATEGORY_DESTROY)
	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e4:SetCode(EVENT_BATTLE_DAMAGE)
	e4:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e4:SetRange(LOCATION_SZONE)
	e4:SetCondition(s.descon)
	e4:SetTarget(s.destg)
	e4:SetOperation(s.desop)
	c:RegisterEffect(e4)
	--eqlimit
	local e5 = Effect.CreateEffect(c)
	e5:SetType(EFFECT_TYPE_SINGLE)
	e5:SetCode(EFFECT_UNION_LIMIT)
	e5:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e5:SetValue(s.eqlimit)
	c:RegisterEffect(e5)
end
s.old_union = true
function s.repval(e, re, r, rp)
	return bit.band(r, REASON_BATTLE) ~= 0
end
function s.eqlimit(e, c)
	return c:IsRace(RACE_WARRIOR)
end
function s.filter(c)
	return c:IsFaceup() and c:IsRace(RACE_WARRIOR) and c:GetUnionCount() == 0
end
function s.eqtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc)
	end
	if chk == 0 then
		return e:GetHandler():GetFlagEffect(id) == 0 and Duel.GetLocationCount(tp, LOCATION_SZONE) > 0 and Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, 0, 1, e:GetHandler())
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, e:GetHandler())
	Duel.SetOperationInfo(0, CATEGORY_EQUIP, g, 1, 0, 0)
	e:GetHandler():RegisterFlagEffect(id, RESET_EVENT + 0x7e0000 + RESET_PHASE + PHASE_END, 0, 1)
end
function s.eqop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local tc = Duel.GetFirstTarget()
	if not c:IsRelateToEffect(e) or c:IsFacedown() then
		return
	end
	if not tc:IsRelateToEffect(e) or not s.filter(tc) then
		Duel.SendtoGrave(c, REASON_EFFECT)
		return
	end
	if not Duel.Equip(tp, c, tc, false) then
		return
	end
	aux.SetUnionState(c)
end
function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return e:GetHandler():GetFlagEffect(id) == 0 and Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and e:GetHandler():IsCanBeSpecialSummoned(e, 0, tp, true, false, POS_FACEUP_ATTACK)
	end
	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, e:GetHandler(), 1, 0, 0)
	e:GetHandler():RegisterFlagEffect(id, RESET_EVENT + 0x7e0000 + RESET_PHASE + PHASE_END, 0, 1)
end
function s.spop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if not c:IsRelateToEffect(e) then
		return
	end
	Duel.SpecialSummon(c, 0, tp, tp, true, false, POS_FACEUP_ATTACK)
end
function s.descon(e, tp, eg, ep, ev, re, r, rp)
	return ep ~= tp and e:GetHandler():GetEquipTarget() == eg:GetFirst() and aux.IsUnionState(e)
end
function s.destg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsOnField()
	end
	if chk == 0 then
		return true
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DESTROY)
	local g = Duel.SelectTarget(tp, aux.TRUE, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_DESTROY, g, g:GetCount(), 0, 0)
end
function s.desop(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) then
		Duel.Destroy(tc, REASON_EFFECT)
	end
end

