name: Glowing
card_text: Equip only to a "Blackwing" monster. It gains 500 ATK/DEF. You can only use each of the following effects of "Glowing Crossbow" once per turn.
  ● If the equipped monster destroys an opponent's monster by battle: You can discard 1 random card from your opponent's hand.
  ● If this card is sent to the GY because the equipped monster was used as a Synchro Material: You can add this card from the GY to your hand.
external_ids: local SETCARD_ID_0 = 0x33 --Blackwing
  
lua: local SETCARD_ID_0 = 0x33 --Blackwing
  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)
  	--Equip limit
  	local e2 = Effect.CreateEffect(c)
  	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e2:SetType(EFFECT_TYPE_SINGLE)
  	e2:SetCode(EFFECT_EQUIP_LIMIT)
  	e2:SetValue(s.eqlimit)
  	c:RegisterEffect(e2)
  	--atk/def up
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_EQUIP)
  	e3:SetCode(EFFECT_UPDATE_ATTACK)
  	e3:SetValue(500)
  	c:RegisterEffect(e3)
  	local e4 = Effect.CreateEffect(c)
  	e4:SetType(EFFECT_TYPE_EQUIP)
  	e4:SetCode(EFFECT_UPDATE_DEFENSE)
  	e4:SetValue(500)
  	c:RegisterEffect(e4)
  	--discard
  	local e5 = Effect.CreateEffect(c)
  	e5:SetDescription(aux.Stringid(id, 0))
  	e5:SetCategory(CATEGORY_HANDES)
  	e5:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e5:SetCode(EVENT_BATTLE_DESTROYING)
  	e5:SetRange(LOCATION_SZONE)
  	e5:SetCountLimit(1, id)
  	e5:SetCondition(s.descon)
  	e5:SetTarget(s.destg)
  	e5:SetOperation(s.desop)
  	c:RegisterEffect(e5)
  	--tohand
  	local e6 = Effect.CreateEffect(c)
  	e6:SetDescription(aux.Stringid(id, 1))
  	e6:SetCategory(CATEGORY_TOHAND)
  	e6:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e6:SetProperty(EFFECT_FLAG_DELAY)
  	e6:SetCode(EVENT_TO_GRAVE)
  	e6:SetCountLimit(1, id + 1)
  	e6:SetCondition(s.retcon)
  	e6:SetTarget(s.rettg)
  	e6:SetOperation(s.retop)
  	c:RegisterEffect(e6)
  end
  function s.eqlimit(e, c)
  	return c:IsSetCard(SETCARD_ID_0)
  end
  function s.eqfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.eqfilter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.eqfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
  	Duel.SelectTarget(tp, s.eqfilter, 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.descon(e, tp, eg, ep, ev, re, r, rp)
  	local ec = e:GetHandler():GetEquipTarget()
  	return ec and eg:IsContains(ec)
  end
  function s.destg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetFieldGroupCount(tp, 0, LOCATION_HAND) > 0
  	end
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, 0, 0, 1 - tp, 1)
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetFieldGroup(tp, 0, LOCATION_HAND)
  	if g:GetCount() == 0 then
  		return
  	end
  	local sg = g:RandomSelect(1 - tp, 1)
  	Duel.SendtoGrave(sg, REASON_DISCARD + REASON_EFFECT)
  end
  function s.retcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local ec = c:GetPreviousEquipTarget()
  	return c:IsReason(REASON_LOST_TARGET) and ec:IsReason(REASON_SYNCHRO)
  end
  function s.rettg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsAbleToHand()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, e:GetHandler(), 1, 0, 0)
  end
  function s.retop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) then
  		Duel.SendtoHand(c, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, c)
  	end
  end
  
  
source_text: Glowing
  Equip only to a "Blackwing" monster. It gains 500 ATK/DEF. You can only use each of the following effects of "Glowing Crossbow" once per turn.
  ● If the equipped monster destroys an opponent's monster by battle: You can discard 1 random card from your opponent's hand.
  ● If this card is sent to the GY because the equipped monster was used as a Synchro Material: You can add this card from the GY to your hand.
target_text: -- Glowing
  local SETCARD_ID_0 = 0x33 --Blackwing
  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)
  	--Equip limit
  	local e2 = Effect.CreateEffect(c)
  	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e2:SetType(EFFECT_TYPE_SINGLE)
  	e2:SetCode(EFFECT_EQUIP_LIMIT)
  	e2:SetValue(s.eqlimit)
  	c:RegisterEffect(e2)
  	--atk/def up
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_EQUIP)
  	e3:SetCode(EFFECT_UPDATE_ATTACK)
  	e3:SetValue(500)
  	c:RegisterEffect(e3)
  	local e4 = Effect.CreateEffect(c)
  	e4:SetType(EFFECT_TYPE_EQUIP)
  	e4:SetCode(EFFECT_UPDATE_DEFENSE)
  	e4:SetValue(500)
  	c:RegisterEffect(e4)
  	--discard
  	local e5 = Effect.CreateEffect(c)
  	e5:SetDescription(aux.Stringid(id, 0))
  	e5:SetCategory(CATEGORY_HANDES)
  	e5:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e5:SetCode(EVENT_BATTLE_DESTROYING)
  	e5:SetRange(LOCATION_SZONE)
  	e5:SetCountLimit(1, id)
  	e5:SetCondition(s.descon)
  	e5:SetTarget(s.destg)
  	e5:SetOperation(s.desop)
  	c:RegisterEffect(e5)
  	--tohand
  	local e6 = Effect.CreateEffect(c)
  	e6:SetDescription(aux.Stringid(id, 1))
  	e6:SetCategory(CATEGORY_TOHAND)
  	e6:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e6:SetProperty(EFFECT_FLAG_DELAY)
  	e6:SetCode(EVENT_TO_GRAVE)
  	e6:SetCountLimit(1, id + 1)
  	e6:SetCondition(s.retcon)
  	e6:SetTarget(s.rettg)
  	e6:SetOperation(s.retop)
  	c:RegisterEffect(e6)
  end
  function s.eqlimit(e, c)
  	return c:IsSetCard(SETCARD_ID_0)
  end
  function s.eqfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.eqfilter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.eqfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
  	Duel.SelectTarget(tp, s.eqfilter, 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.descon(e, tp, eg, ep, ev, re, r, rp)
  	local ec = e:GetHandler():GetEquipTarget()
  	return ec and eg:IsContains(ec)
  end
  function s.destg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetFieldGroupCount(tp, 0, LOCATION_HAND) > 0
  	end
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, 0, 0, 1 - tp, 1)
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetFieldGroup(tp, 0, LOCATION_HAND)
  	if g:GetCount() == 0 then
  		return
  	end
  	local sg = g:RandomSelect(1 - tp, 1)
  	Duel.SendtoGrave(sg, REASON_DISCARD + REASON_EFFECT)
  end
  function s.retcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local ec = c:GetPreviousEquipTarget()
  	return c:IsReason(REASON_LOST_TARGET) and ec:IsReason(REASON_SYNCHRO)
  end
  function s.rettg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsAbleToHand()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, e:GetHandler(), 1, 0, 0)
  end
  function s.retop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) then
  		Duel.SendtoHand(c, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, c)
  	end
  end
  
  