name: Bujin
card_text: At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.
external_ids: local SETCARD_ID_0 = 0x88 --Bujin
  
lua: local SETCARD_ID_0 = 0x88 --Bujin
  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:SetCondition(s.condition)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0) and c:IsRace(RACE_BEASTWARRIOR)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetCurrentPhase() == PHASE_MAIN1
  		and not Duel.CheckPhaseActivity()
  		and Duel.GetFieldGroupCount(tp, LOCATION_MZONE, 0) < Duel.GetFieldGroupCount(tp, 0, LOCATION_MZONE)
  		and Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, nil)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
  	e1:SetTargetRange(1, 1)
  	e1:SetValue(s.aclimit)
  	e1:SetReset(RESET_PHASE + PHASE_END, 2)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.aclimit(e, re, tp)
  	return re:IsActiveType(TYPE_SPELL + TYPE_TRAP)
  end
  
  
source_text: Bujin
  At the start of your Main Phase 1, if your opponent controls more monsters than you do and you control a Beast-Warrior-Type "Bujin" monster: Until the end of your opponent's next turn, Spell/Trap Cards, and their effects, cannot be activated.
target_text: -- Bujin
  local SETCARD_ID_0 = 0x88 --Bujin
  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:SetCondition(s.condition)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0) and c:IsRace(RACE_BEASTWARRIOR)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetCurrentPhase() == PHASE_MAIN1
  		and not Duel.CheckPhaseActivity()
  		and Duel.GetFieldGroupCount(tp, LOCATION_MZONE, 0) < Duel.GetFieldGroupCount(tp, 0, LOCATION_MZONE)
  		and Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, nil)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
  	e1:SetTargetRange(1, 1)
  	e1:SetValue(s.aclimit)
  	e1:SetReset(RESET_PHASE + PHASE_END, 2)
  	Duel.RegisterEffect(e1, tp)
  end
  function s.aclimit(e, re, tp)
  	return re:IsActiveType(TYPE_SPELL + TYPE_TRAP)
  end
  
  