name: Angel
card_text: Target 1 face-up monster on the field; its controller's opponent takes damage equal to the number of cards in their hand x 200, then negate that target's effects until the end of this turn. If effect damage is inflicted (except during the Damage Step): You can banish this card from your GY; Set 1 Normal Trap directly from your hand or Deck. If Set from the hand, it can be activated this turn. You can only use 1 "Angel of Blue Tears" effect per turn, and only once that turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DAMAGE + CATEGORY_DISABLE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--special summon
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCode(EVENT_DAMAGE)
  	e2:SetProperty(EFFECT_FLAG_DELAY)
  	e2:SetCountLimit(1, id)
  	e2:SetCondition(s.setcon)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.settg)
  	e2:SetOperation(s.setop)
  	c:RegisterEffect(e2)
  end
  function s.negfilter(c, ec)
  	local p = c:GetControler()
  	return aux.NegateMonsterFilter(c) and Duel.GetMatchingGroupCount(aux.TRUE, p, 0, LOCATION_HAND, ec) > 0
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local c = e:GetHandler()
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.negfilter(chkc, c)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.negfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil, c)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DISABLE)
  	local g = Duel.SelectTarget(tp, aux.NegateMonsterFilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil, nil)
  	local p = g:GetFirst():GetControler()
  	local dam = Duel.GetFieldGroupCount(p, 0, LOCATION_HAND) * 200
  	Duel.SetTargetPlayer(1 - p)
  	Duel.SetTargetParam(dam)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, 1 - p, dam)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		local p = tc:GetControler()
  		local dam = Duel.GetFieldGroupCount(p, 0, LOCATION_HAND) * 200
  		if dam == 0 or Duel.Damage(1 - p, dam, REASON_EFFECT) == 0 then
  			return
  		end
  		Duel.BreakEffect()
  		if tc:IsFaceup() and tc:IsCanBeDisabledByEffect(e) then
  			Duel.NegateRelatedChain(tc, RESET_TURN_SET)
  			local e1 = Effect.CreateEffect(c)
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetCode(EFFECT_DISABLE)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  			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 + RESET_PHASE + PHASE_END)
  			tc:RegisterEffect(e2)
  		end
  	end
  end
  function s.setcon(e, tp, eg, ep, ev, re, r, rp)
  	return bit.band(r, REASON_EFFECT) ~= 0
  end
  function s.setfilter(c)
  	return c:GetType() == TYPE_TRAP and c:IsSSetable()
  end
  function s.settg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.setfilter, tp, LOCATION_HAND + LOCATION_DECK, 0, 1, nil)
  	end
  end
  function s.setop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SET)
  	local g = Duel.SelectMatchingCard(tp, s.setfilter, tp, LOCATION_HAND + LOCATION_DECK, 0, 1, 1, nil)
  	if #g > 0 then
  		Duel.SSet(tp, g:GetFirst())
  		local og = Duel.GetOperatedGroup()
  		if og:IsExists(Card.IsPreviousLocation, 1, nil, LOCATION_HAND) then
  			local e1 = Effect.CreateEffect(e:GetHandler())
  			e1:SetDescription(aux.Stringid(id, 2))
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
  			e1:SetCode(EFFECT_TRAP_ACT_IN_SET_TURN)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  			g:GetFirst():RegisterEffect(e1)
  		end
  	end
  end
  
  
source_text: Angel
  Target 1 face-up monster on the field; its controller's opponent takes damage equal to the number of cards in their hand x 200, then negate that target's effects until the end of this turn. If effect damage is inflicted (except during the Damage Step): You can banish this card from your GY; Set 1 Normal Trap directly from your hand or Deck. If Set from the hand, it can be activated this turn. You can only use 1 "Angel of Blue Tears" effect per turn, and only once that turn.
target_text: -- Angel
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DAMAGE + CATEGORY_DISABLE)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--special summon
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCode(EVENT_DAMAGE)
  	e2:SetProperty(EFFECT_FLAG_DELAY)
  	e2:SetCountLimit(1, id)
  	e2:SetCondition(s.setcon)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.settg)
  	e2:SetOperation(s.setop)
  	c:RegisterEffect(e2)
  end
  function s.negfilter(c, ec)
  	local p = c:GetControler()
  	return aux.NegateMonsterFilter(c) and Duel.GetMatchingGroupCount(aux.TRUE, p, 0, LOCATION_HAND, ec) > 0
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	local c = e:GetHandler()
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.negfilter(chkc, c)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.negfilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil, c)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DISABLE)
  	local g = Duel.SelectTarget(tp, aux.NegateMonsterFilter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil, nil)
  	local p = g:GetFirst():GetControler()
  	local dam = Duel.GetFieldGroupCount(p, 0, LOCATION_HAND) * 200
  	Duel.SetTargetPlayer(1 - p)
  	Duel.SetTargetParam(dam)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, 1 - p, dam)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		local p = tc:GetControler()
  		local dam = Duel.GetFieldGroupCount(p, 0, LOCATION_HAND) * 200
  		if dam == 0 or Duel.Damage(1 - p, dam, REASON_EFFECT) == 0 then
  			return
  		end
  		Duel.BreakEffect()
  		if tc:IsFaceup() and tc:IsCanBeDisabledByEffect(e) then
  			Duel.NegateRelatedChain(tc, RESET_TURN_SET)
  			local e1 = Effect.CreateEffect(c)
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetCode(EFFECT_DISABLE)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
  			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 + RESET_PHASE + PHASE_END)
  			tc:RegisterEffect(e2)
  		end
  	end
  end
  function s.setcon(e, tp, eg, ep, ev, re, r, rp)
  	return bit.band(r, REASON_EFFECT) ~= 0
  end
  function s.setfilter(c)
  	return c:GetType() == TYPE_TRAP and c:IsSSetable()
  end
  function s.settg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.setfilter, tp, LOCATION_HAND + LOCATION_DECK, 0, 1, nil)
  	end
  end
  function s.setop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SET)
  	local g = Duel.SelectMatchingCard(tp, s.setfilter, tp, LOCATION_HAND + LOCATION_DECK, 0, 1, 1, nil)
  	if #g > 0 then
  		Duel.SSet(tp, g:GetFirst())
  		local og = Duel.GetOperatedGroup()
  		if og:IsExists(Card.IsPreviousLocation, 1, nil, LOCATION_HAND) then
  			local e1 = Effect.CreateEffect(e:GetHandler())
  			e1:SetDescription(aux.Stringid(id, 2))
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
  			e1:SetCode(EFFECT_TRAP_ACT_IN_SET_TURN)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  			g:GetFirst():RegisterEffect(e1)
  		end
  	end
  end
  
  