name: Supermagic
card_text: At the start of the Battle Phase: You can change the equipped monster's battle position, and if you do, immediately after this effect resolves, Normal Summon 1 monster. You can only use this effect of "Supermagic Sword of Raptinus" once per turn. Apply this effect depending on the equipped monster's battle position.
  ● Attack Position: Your opponent cannot target the equipped monster with card effects.
  ● Defense Position: The equipped monster cannot be destroyed by battle.
lua: 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:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_CONTINUOUS_TARGET)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  	--cannot be target
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_EQUIP)
  	e2:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
  	e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
  	e2:SetCondition(s.tgcon)
  	e2:SetValue(aux.tgoval)
  	c:RegisterEffect(e2)
  	--battle indestructable
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_EQUIP)
  	e3:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
  	e3:SetCondition(s.indcon)
  	e3:SetValue(1)
  	c:RegisterEffect(e3)
  	--position
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 0))
  	e4:SetCategory(CATEGORY_POSITION + CATEGORY_SUMMON)
  	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e4:SetCode(EVENT_PHASE + PHASE_BATTLE_START)
  	e4:SetRange(LOCATION_SZONE)
  	e4:SetCountLimit(1, id)
  	e4:SetTarget(s.postg)
  	e4:SetOperation(s.posop)
  	c:RegisterEffect(e4)
  	--Equip limit
  	local e5 = Effect.CreateEffect(c)
  	e5:SetType(EFFECT_TYPE_SINGLE)
  	e5:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e5:SetCode(EFFECT_EQUIP_LIMIT)
  	e5:SetValue(1)
  	c:RegisterEffect(e5)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsFaceup()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(Card.IsFaceup, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
  	Duel.SelectTarget(tp, Card.IsFaceup, 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.tgcon(e)
  	local tc = e:GetHandler():GetEquipTarget()
  	return tc and tc:IsAttackPos()
  end
  function s.indcon(e)
  	local tc = e:GetHandler():GetEquipTarget()
  	return tc and tc:IsDefensePos()
  end
  function s.postg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local tc = e:GetHandler():GetEquipTarget()
  	if chk == 0 then
  		return tc and tc:IsCanChangePosition() and Duel.IsExistingMatchingCard(Card.IsSummonable, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, nil, true, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, tc, 1, 0, 0)
  	Duel.SetOperationInfo(0, CATEGORY_SUMMON, nil, 1, 0, 0)
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = c:GetEquipTarget()
  	if tc and Duel.ChangePosition(tc, POS_FACEUP_DEFENSE, POS_FACEUP_DEFENSE, POS_FACEUP_ATTACK, POS_FACEUP_ATTACK) ~= 0 then
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SUMMON)
  		local g = Duel.SelectMatchingCard(tp, Card.IsSummonable, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, 1, nil, true, nil)
  		if g:GetCount() > 0 then
  			Duel.Summon(tp, g:GetFirst(), true, nil)
  		end
  	end
  end
  
  
source_text: Supermagic
  At the start of the Battle Phase: You can change the equipped monster's battle position, and if you do, immediately after this effect resolves, Normal Summon 1 monster. You can only use this effect of "Supermagic Sword of Raptinus" once per turn. Apply this effect depending on the equipped monster's battle position.
  ● Attack Position: Your opponent cannot target the equipped monster with card effects.
  ● Defense Position: The equipped monster cannot be destroyed by battle.
target_text: -- Supermagic
  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:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_CONTINUOUS_TARGET)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  	--cannot be target
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_EQUIP)
  	e2:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
  	e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
  	e2:SetCondition(s.tgcon)
  	e2:SetValue(aux.tgoval)
  	c:RegisterEffect(e2)
  	--battle indestructable
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_EQUIP)
  	e3:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
  	e3:SetCondition(s.indcon)
  	e3:SetValue(1)
  	c:RegisterEffect(e3)
  	--position
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 0))
  	e4:SetCategory(CATEGORY_POSITION + CATEGORY_SUMMON)
  	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e4:SetCode(EVENT_PHASE + PHASE_BATTLE_START)
  	e4:SetRange(LOCATION_SZONE)
  	e4:SetCountLimit(1, id)
  	e4:SetTarget(s.postg)
  	e4:SetOperation(s.posop)
  	c:RegisterEffect(e4)
  	--Equip limit
  	local e5 = Effect.CreateEffect(c)
  	e5:SetType(EFFECT_TYPE_SINGLE)
  	e5:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e5:SetCode(EFFECT_EQUIP_LIMIT)
  	e5:SetValue(1)
  	c:RegisterEffect(e5)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsFaceup()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(Card.IsFaceup, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_EQUIP)
  	Duel.SelectTarget(tp, Card.IsFaceup, 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.tgcon(e)
  	local tc = e:GetHandler():GetEquipTarget()
  	return tc and tc:IsAttackPos()
  end
  function s.indcon(e)
  	local tc = e:GetHandler():GetEquipTarget()
  	return tc and tc:IsDefensePos()
  end
  function s.postg(e, tp, eg, ep, ev, re, r, rp, chk)
  	local tc = e:GetHandler():GetEquipTarget()
  	if chk == 0 then
  		return tc and tc:IsCanChangePosition() and Duel.IsExistingMatchingCard(Card.IsSummonable, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, nil, true, nil)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, tc, 1, 0, 0)
  	Duel.SetOperationInfo(0, CATEGORY_SUMMON, nil, 1, 0, 0)
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local tc = c:GetEquipTarget()
  	if tc and Duel.ChangePosition(tc, POS_FACEUP_DEFENSE, POS_FACEUP_DEFENSE, POS_FACEUP_ATTACK, POS_FACEUP_ATTACK) ~= 0 then
  		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SUMMON)
  		local g = Duel.SelectMatchingCard(tp, Card.IsSummonable, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, 1, nil, true, nil)
  		if g:GetCount() > 0 then
  			Duel.Summon(tp, g:GetFirst(), true, nil)
  		end
  	end
  end
  
  