name: Curse
card_text: Each time a Spell Card is activated, immediately after it resolves, the player that activated it takes 1000 damage.
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)
  	c:RegisterEffect(e1)
  	--damage
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_FIELD)
  	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e2:SetCode(EVENT_CHAINING)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetOperation(aux.chainreg)
  	c:RegisterEffect(e2)
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_FIELD)
  	e3:SetCode(EVENT_CHAIN_SOLVED)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetOperation(s.damop)
  	c:RegisterEffect(e3)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	local c = re:GetHandler()
  	if re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:IsActiveType(TYPE_SPELL) and e:GetHandler():GetFlagEffect(FLAG_ID_CHAINING) > 0 then
  		Duel.Damage(rp, 1000, REASON_EFFECT)
  	end
  end
  
  
source_text: Curse
  Each time a Spell Card is activated, immediately after it resolves, the player that activated it takes 1000 damage.
target_text: -- Curse
  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)
  	c:RegisterEffect(e1)
  	--damage
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_FIELD)
  	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e2:SetCode(EVENT_CHAINING)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetOperation(aux.chainreg)
  	c:RegisterEffect(e2)
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_CONTINUOUS + EFFECT_TYPE_FIELD)
  	e3:SetCode(EVENT_CHAIN_SOLVED)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetOperation(s.damop)
  	c:RegisterEffect(e3)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	local c = re:GetHandler()
  	if re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:IsActiveType(TYPE_SPELL) and e:GetHandler():GetFlagEffect(FLAG_ID_CHAINING) > 0 then
  		Duel.Damage(rp, 1000, REASON_EFFECT)
  	end
  end
  
  