name: 不運なリポート
card_text: 相手は次のバトルフェイズを2回行う。
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_BP_TWICE)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetTargetRange(0, 1)
  	if Duel.GetTurnPlayer() ~= tp and (Duel.GetCurrentPhase() >= PHASE_BATTLE_START and Duel.GetCurrentPhase() <= PHASE_BATTLE) then
  		e1:SetLabel(Duel.GetTurnCount())
  		e1:SetCondition(s.bpcon)
  		e1:SetReset(RESET_PHASE + PHASE_BATTLE + RESET_OPPO_TURN, 2)
  	else
  		e1:SetReset(RESET_PHASE + PHASE_BATTLE + RESET_OPPO_TURN, 1)
  	end
  	Duel.RegisterEffect(e1, tp)
  end
  function s.bpcon(e)
  	return Duel.GetTurnCount() ~= e:GetLabel()
  end
  
  
source_text: 不運なリポート
  相手は次のバトルフェイズを2回行う。
target_text: -- 不運なリポート
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_BP_TWICE)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetTargetRange(0, 1)
  	if Duel.GetTurnPlayer() ~= tp and (Duel.GetCurrentPhase() >= PHASE_BATTLE_START and Duel.GetCurrentPhase() <= PHASE_BATTLE) then
  		e1:SetLabel(Duel.GetTurnCount())
  		e1:SetCondition(s.bpcon)
  		e1:SetReset(RESET_PHASE + PHASE_BATTLE + RESET_OPPO_TURN, 2)
  	else
  		e1:SetReset(RESET_PHASE + PHASE_BATTLE + RESET_OPPO_TURN, 1)
  	end
  	Duel.RegisterEffect(e1, tp)
  end
  function s.bpcon(e)
  	return Duel.GetTurnCount() ~= e:GetLabel()
  end
  
  