name: Primite
card_text: Reveal 1 "Primite" card, or 1 Normal Monster, in your hand, except "Primite Drillbeam" (or if you control a Normal Monster or a Level 5 or higher "Primite" monster, except a Token, you can activate this effect without revealing a card), then target 1 face-up card on the field; negate its effects, and if you do, banish it. During your Main Phase, if you control a "Primite" monster: You can Set this card from your GY. You can only use each effect of "Primite Drillbeam" once per turn.
external_ids: local SETCARD_ID_0 = 0x1b9 --Primite
  
lua: local SETCARD_ID_0 = 0x1b9 --Primite
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DISABLE + CATEGORY_REMOVE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id)
  	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--set
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetType(EFFECT_TYPE_IGNITION)
  	e3:SetRange(LOCATION_GRAVE)
  	e3:SetCountLimit(1, id + o)
  	e3:SetCondition(s.setcon)
  	e3:SetTarget(s.settg)
  	e3:SetOperation(s.setop)
  	c:RegisterEffect(e3)
  end
  function s.cfilter(c)
  	return not c:IsCode(id) and (c:IsSetCard(SETCARD_ID_0) or c:IsType(TYPE_NORMAL)) and not c:IsPublic()
  end
  function s.confilter(c)
  	return c:IsFaceup() and not c:IsType(TYPE_TOKEN) and (c:IsType(TYPE_NORMAL) or c:IsSetCard(SETCARD_ID_0) and c:IsLevelAbove(5))
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	local b1 = Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_HAND, 0, 1, nil)
  	local b2 = Duel.IsExistingMatchingCard(s.confilter, tp, LOCATION_MZONE, 0, 1, nil)
  	if chk == 0 then
  		return b1 or b2
  	end
  	if b1 then
  		if b2 and not Duel.SelectYesNo(tp, aux.Stringid(id, 0)) then
  			return
  		end
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_CONFIRM)
  		local g = Duel.SelectMatchingCard(tp, s.cfilter, tp, LOCATION_HAND, 0, 1, 1, nil)
  		Duel.ConfirmCards(1 - tp, g)
  		Duel.ShuffleHand(tp)
  	end
  end
  function s.nbfilter(c)
  	return c:IsFaceup() and aux.NegateAnyFilter(c) and c:IsAbleToRemove()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local c = e:GetHandler()
  	if chkc then
  		return chkc:IsOnField() and s.nbfilter(chkc) and c ~= chkc
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.nbfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, c)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
  	local g = Duel.SelectTarget(tp, s.nbfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, c)
  	Duel.SetOperationInfo(0, CATEGORY_REMOVE, g, 1, 0, 0)
  	Duel.SetOperationInfo(0, CATEGORY_DISABLE, g, 1, 0, 0)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() and tc:IsCanBeDisabledByEffect(e) then
  		local c = e:GetHandler()
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_DISABLE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e1)
  		local e2 = Effect.CreateEffect(c)
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetCode(EFFECT_DISABLE_EFFECT)
  		e2:SetValue(RESET_TURN_SET)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e2)
  		if tc:IsType(TYPE_TRAPMONSTER) then
  			local e3 = Effect.CreateEffect(c)
  			e3:SetType(EFFECT_TYPE_SINGLE)
  			e3:SetCode(EFFECT_DISABLE_TRAPMONSTER)
  			e3:SetReset(RESET_EVENT + RESETS_STANDARD)
  			tc:RegisterEffect(e3)
  		end
  		Duel.AdjustInstantly()
  		Duel.NegateRelatedChain(tc, RESET_TURN_SET)
  		Duel.Remove(tc, POS_FACEUP, REASON_EFFECT)
  	end
  end
  function s.setfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.setcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.IsExistingMatchingCard(s.setfilter, tp, LOCATION_MZONE, 0, 1, nil)
  end
  function s.settg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local c = e:GetHandler()
  	if chk == 0 then
  		return c:IsSSetable()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_LEAVE_GRAVE, c, 1, 0, 0)
  end
  function s.setop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) and aux.NecroValleyFilter()(c) then
  		Duel.SSet(tp, c)
  	end
  end
  
  
source_text: Primite
  Reveal 1 "Primite" card, or 1 Normal Monster, in your hand, except "Primite Drillbeam" (or if you control a Normal Monster or a Level 5 or higher "Primite" monster, except a Token, you can activate this effect without revealing a card), then target 1 face-up card on the field; negate its effects, and if you do, banish it. During your Main Phase, if you control a "Primite" monster: You can Set this card from your GY. You can only use each effect of "Primite Drillbeam" once per turn.
target_text: -- Primite
  local SETCARD_ID_0 = 0x1b9 --Primite
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetCategory(CATEGORY_DISABLE + CATEGORY_REMOVE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id)
  	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCost(s.cost)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--set
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetType(EFFECT_TYPE_IGNITION)
  	e3:SetRange(LOCATION_GRAVE)
  	e3:SetCountLimit(1, id + o)
  	e3:SetCondition(s.setcon)
  	e3:SetTarget(s.settg)
  	e3:SetOperation(s.setop)
  	c:RegisterEffect(e3)
  end
  function s.cfilter(c)
  	return not c:IsCode(id) and (c:IsSetCard(SETCARD_ID_0) or c:IsType(TYPE_NORMAL)) and not c:IsPublic()
  end
  function s.confilter(c)
  	return c:IsFaceup() and not c:IsType(TYPE_TOKEN) and (c:IsType(TYPE_NORMAL) or c:IsSetCard(SETCARD_ID_0) and c:IsLevelAbove(5))
  end
  function s.cost(e, tp, eg, ep, ev, re, r, rp, chk)
  	local b1 = Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_HAND, 0, 1, nil)
  	local b2 = Duel.IsExistingMatchingCard(s.confilter, tp, LOCATION_MZONE, 0, 1, nil)
  	if chk == 0 then
  		return b1 or b2
  	end
  	if b1 then
  		if b2 and not Duel.SelectYesNo(tp, aux.Stringid(id, 0)) then
  			return
  		end
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_CONFIRM)
  		local g = Duel.SelectMatchingCard(tp, s.cfilter, tp, LOCATION_HAND, 0, 1, 1, nil)
  		Duel.ConfirmCards(1 - tp, g)
  		Duel.ShuffleHand(tp)
  	end
  end
  function s.nbfilter(c)
  	return c:IsFaceup() and aux.NegateAnyFilter(c) and c:IsAbleToRemove()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local c = e:GetHandler()
  	if chkc then
  		return chkc:IsOnField() and s.nbfilter(chkc) and c ~= chkc
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.nbfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, c)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
  	local g = Duel.SelectTarget(tp, s.nbfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, c)
  	Duel.SetOperationInfo(0, CATEGORY_REMOVE, g, 1, 0, 0)
  	Duel.SetOperationInfo(0, CATEGORY_DISABLE, g, 1, 0, 0)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() and tc:IsCanBeDisabledByEffect(e) then
  		local c = e:GetHandler()
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_DISABLE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e1)
  		local e2 = Effect.CreateEffect(c)
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetCode(EFFECT_DISABLE_EFFECT)
  		e2:SetValue(RESET_TURN_SET)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e2)
  		if tc:IsType(TYPE_TRAPMONSTER) then
  			local e3 = Effect.CreateEffect(c)
  			e3:SetType(EFFECT_TYPE_SINGLE)
  			e3:SetCode(EFFECT_DISABLE_TRAPMONSTER)
  			e3:SetReset(RESET_EVENT + RESETS_STANDARD)
  			tc:RegisterEffect(e3)
  		end
  		Duel.AdjustInstantly()
  		Duel.NegateRelatedChain(tc, RESET_TURN_SET)
  		Duel.Remove(tc, POS_FACEUP, REASON_EFFECT)
  	end
  end
  function s.setfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
  end
  function s.setcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.IsExistingMatchingCard(s.setfilter, tp, LOCATION_MZONE, 0, 1, nil)
  end
  function s.settg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local c = e:GetHandler()
  	if chk == 0 then
  		return c:IsSSetable()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_LEAVE_GRAVE, c, 1, 0, 0)
  end
  function s.setop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) and aux.NecroValleyFilter()(c) then
  		Duel.SSet(tp, c)
  	end
  end
  
  