name: Explosive
card_text: Activate only when your opponent activates a Trap Card. During your Standby Phase: Inflict 1000 damage to your opponent. Your opponent must control a face-up Trap Card for you to activate and resolve this effect. During your 3rd End Phase after activation, send this card to the Graveyard.
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_CHAINING)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	c:RegisterEffect(e1)
  	--damage
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DAMAGE)
  	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1)
  	e2:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e2:SetCondition(s.damcon)
  	e2:SetTarget(s.damtg)
  	e2:SetOperation(s.damop)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return re:IsActiveType(TYPE_TRAP) and re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp == 1 - tp
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local c = e:GetHandler()
  	--to grave
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_IGNORE_IMMUNE)
  	e1:SetRange(LOCATION_SZONE)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetCountLimit(1)
  	e1:SetCondition(s.tgcon)
  	e1:SetOperation(s.tgop)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  	c:RegisterEffect(e1)
  	c:SetTurnCounter(0)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsType(TYPE_TRAP)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return tp == Duel.GetTurnPlayer() and Duel.IsExistingMatchingCard(s.cfilter, tp, 0, LOCATION_ONFIELD, 1, nil)
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(1 - tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, 1 - tp, 1000)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	if not Duel.IsExistingMatchingCard(s.cfilter, tp, 0, LOCATION_ONFIELD, 1, nil) then
  		return
  	end
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Damage(p, d, REASON_EFFECT)
  end
  function s.tgcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.tgop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local ct = c:GetTurnCounter()
  	c:SetTurnCounter(ct + 1)
  	if ct + 1 >= 3 then
  		Duel.SendtoGrave(e:GetHandler(), REASON_EFFECT)
  	end
  end
  
  
source_text: Explosive
  Activate only when your opponent activates a Trap Card. During your Standby Phase: Inflict 1000 damage to your opponent. Your opponent must control a face-up Trap Card for you to activate and resolve this effect. During your 3rd End Phase after activation, send this card to the Graveyard.
target_text: -- Explosive
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_CHAINING)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	c:RegisterEffect(e1)
  	--damage
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DAMAGE)
  	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCountLimit(1)
  	e2:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e2:SetCondition(s.damcon)
  	e2:SetTarget(s.damtg)
  	e2:SetOperation(s.damop)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return re:IsActiveType(TYPE_TRAP) and re:IsHasType(EFFECT_TYPE_ACTIVATE) and rp == 1 - tp
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local c = e:GetHandler()
  	--to grave
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_IGNORE_IMMUNE)
  	e1:SetRange(LOCATION_SZONE)
  	e1:SetCode(EVENT_PHASE + PHASE_END)
  	e1:SetCountLimit(1)
  	e1:SetCondition(s.tgcon)
  	e1:SetOperation(s.tgop)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  	c:RegisterEffect(e1)
  	c:SetTurnCounter(0)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsType(TYPE_TRAP)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return tp == Duel.GetTurnPlayer() and Duel.IsExistingMatchingCard(s.cfilter, tp, 0, LOCATION_ONFIELD, 1, nil)
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(1 - tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, nil, 0, 1 - tp, 1000)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	if not Duel.IsExistingMatchingCard(s.cfilter, tp, 0, LOCATION_ONFIELD, 1, nil) then
  		return
  	end
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Damage(p, d, REASON_EFFECT)
  end
  function s.tgcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.tgop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local ct = c:GetTurnCounter()
  	c:SetTurnCounter(ct + 1)
  	if ct + 1 >= 3 then
  		Duel.SendtoGrave(e:GetHandler(), REASON_EFFECT)
  	end
  end
  
  