name: 宇宙の収縮
card_text: それぞれのフィールド上に存在しているカードが5枚以下の場合に発動する事ができる。
  お互いにフィールド上に出せるカードの合計枚数は5枚までになる。
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)
  	e1:SetCondition(s.condition)
  	c:RegisterEffect(e1)
  	--adjust
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
  	e2:SetCode(EVENT_ADJUST)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetOperation(s.adjustop)
  	c:RegisterEffect(e2)
  	--
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_FIELD)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetCode(EFFECT_MAX_MZONE)
  	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e3:SetTargetRange(1, 1)
  	e3:SetValue(s.mvalue)
  	c:RegisterEffect(e3)
  	local e4 = Effect.CreateEffect(c)
  	e4:SetType(EFFECT_TYPE_FIELD)
  	e4:SetRange(LOCATION_SZONE)
  	e4:SetCode(EFFECT_MAX_SZONE)
  	e4:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e4:SetTargetRange(1, 1)
  	e4:SetValue(s.svalue)
  	c:RegisterEffect(e4)
  	local e5 = Effect.CreateEffect(c)
  	e5:SetType(EFFECT_TYPE_FIELD)
  	e5:SetRange(LOCATION_SZONE)
  	e5:SetCode(EFFECT_CANNOT_ACTIVATE)
  	e5:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e5:SetTargetRange(1, 1)
  	e5:SetValue(s.aclimit)
  	c:RegisterEffect(e5)
  	local e6 = Effect.CreateEffect(c)
  	e6:SetType(EFFECT_TYPE_FIELD)
  	e6:SetRange(LOCATION_SZONE)
  	e6:SetCode(EFFECT_CANNOT_SSET)
  	e6:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e6:SetTargetRange(1, 1)
  	e6:SetTarget(s.setlimit)
  	c:RegisterEffect(e6)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) <= 5 and Duel.GetFieldGroupCount(tp, 0, LOCATION_ONFIELD) <= 5
  end
  function s.adjustop(e, tp, eg, ep, ev, re, r, rp)
  	local phase = Duel.GetCurrentPhase()
  	if (phase == PHASE_DAMAGE and not Duel.IsDamageCalculated()) or phase == PHASE_DAMAGE_CAL then
  		return
  	end
  	local c1 = Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0)
  	local c2 = Duel.GetFieldGroupCount(tp, 0, LOCATION_ONFIELD)
  	if c1 > 5 or c2 > 5 then
  		local g = Group.CreateGroup()
  		if c1 > 5 then
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOGRAVE)
  			local g1 = Duel.SelectMatchingCard(tp, nil, tp, LOCATION_ONFIELD, 0, c1 - 5, c1 - 5, nil)
  			g:Merge(g1)
  		end
  		if c2 > 5 then
  			Duel.Hint(HINT_SELECTMSG, 1 - tp, HINTMSG_TOGRAVE)
  			local g2 = Duel.SelectMatchingCard(1 - tp, nil, 1 - tp, LOCATION_ONFIELD, 0, c2 - 5, c2 - 5, nil)
  			g:Merge(g2)
  		end
  		Duel.SendtoGrave(g, REASON_RULE)
  		Duel.Readjust()
  	end
  end
  function s.mvalue(e, fp, rp, r)
  	return 5 - Duel.GetFieldGroupCount(fp, LOCATION_SZONE, 0)
  end
  function s.svalue(e, fp, rp, r)
  	local ct = 5
  	for i = 5, 7 do
  		if Duel.GetFieldCard(fp, LOCATION_SZONE, i) then
  			ct = ct - 1
  		end
  	end
  	return ct - Duel.GetFieldGroupCount(fp, LOCATION_MZONE, 0)
  end
  function s.aclimit(e, re, tp)
  	if not re:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return false
  	end
  	if re:IsActiveType(TYPE_FIELD) then
  		return not Duel.GetFieldCard(tp, LOCATION_FZONE, 0) and Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) > 4
  	elseif re:IsActiveType(TYPE_PENDULUM) then
  		return Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) > 4
  	end
  	return false
  end
  function s.setlimit(e, c, tp)
  	return c:IsType(TYPE_FIELD) and not Duel.GetFieldCard(tp, LOCATION_FZONE, 0) and Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) > 4
  end
  
  
source_text: 宇宙の収縮
  それぞれのフィールド上に存在しているカードが5枚以下の場合に発動する事ができる。
  お互いにフィールド上に出せるカードの合計枚数は5枚までになる。
target_text: -- 宇宙の収縮
  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)
  	c:RegisterEffect(e1)
  	--adjust
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
  	e2:SetCode(EVENT_ADJUST)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetOperation(s.adjustop)
  	c:RegisterEffect(e2)
  	--
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_FIELD)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetCode(EFFECT_MAX_MZONE)
  	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e3:SetTargetRange(1, 1)
  	e3:SetValue(s.mvalue)
  	c:RegisterEffect(e3)
  	local e4 = Effect.CreateEffect(c)
  	e4:SetType(EFFECT_TYPE_FIELD)
  	e4:SetRange(LOCATION_SZONE)
  	e4:SetCode(EFFECT_MAX_SZONE)
  	e4:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e4:SetTargetRange(1, 1)
  	e4:SetValue(s.svalue)
  	c:RegisterEffect(e4)
  	local e5 = Effect.CreateEffect(c)
  	e5:SetType(EFFECT_TYPE_FIELD)
  	e5:SetRange(LOCATION_SZONE)
  	e5:SetCode(EFFECT_CANNOT_ACTIVATE)
  	e5:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e5:SetTargetRange(1, 1)
  	e5:SetValue(s.aclimit)
  	c:RegisterEffect(e5)
  	local e6 = Effect.CreateEffect(c)
  	e6:SetType(EFFECT_TYPE_FIELD)
  	e6:SetRange(LOCATION_SZONE)
  	e6:SetCode(EFFECT_CANNOT_SSET)
  	e6:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e6:SetTargetRange(1, 1)
  	e6:SetTarget(s.setlimit)
  	c:RegisterEffect(e6)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) <= 5 and Duel.GetFieldGroupCount(tp, 0, LOCATION_ONFIELD) <= 5
  end
  function s.adjustop(e, tp, eg, ep, ev, re, r, rp)
  	local phase = Duel.GetCurrentPhase()
  	if (phase == PHASE_DAMAGE and not Duel.IsDamageCalculated()) or phase == PHASE_DAMAGE_CAL then
  		return
  	end
  	local c1 = Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0)
  	local c2 = Duel.GetFieldGroupCount(tp, 0, LOCATION_ONFIELD)
  	if c1 > 5 or c2 > 5 then
  		local g = Group.CreateGroup()
  		if c1 > 5 then
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOGRAVE)
  			local g1 = Duel.SelectMatchingCard(tp, nil, tp, LOCATION_ONFIELD, 0, c1 - 5, c1 - 5, nil)
  			g:Merge(g1)
  		end
  		if c2 > 5 then
  			Duel.Hint(HINT_SELECTMSG, 1 - tp, HINTMSG_TOGRAVE)
  			local g2 = Duel.SelectMatchingCard(1 - tp, nil, 1 - tp, LOCATION_ONFIELD, 0, c2 - 5, c2 - 5, nil)
  			g:Merge(g2)
  		end
  		Duel.SendtoGrave(g, REASON_RULE)
  		Duel.Readjust()
  	end
  end
  function s.mvalue(e, fp, rp, r)
  	return 5 - Duel.GetFieldGroupCount(fp, LOCATION_SZONE, 0)
  end
  function s.svalue(e, fp, rp, r)
  	local ct = 5
  	for i = 5, 7 do
  		if Duel.GetFieldCard(fp, LOCATION_SZONE, i) then
  			ct = ct - 1
  		end
  	end
  	return ct - Duel.GetFieldGroupCount(fp, LOCATION_MZONE, 0)
  end
  function s.aclimit(e, re, tp)
  	if not re:IsHasType(EFFECT_TYPE_ACTIVATE) then
  		return false
  	end
  	if re:IsActiveType(TYPE_FIELD) then
  		return not Duel.GetFieldCard(tp, LOCATION_FZONE, 0) and Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) > 4
  	elseif re:IsActiveType(TYPE_PENDULUM) then
  		return Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) > 4
  	end
  	return false
  end
  function s.setlimit(e, c, tp)
  	return c:IsType(TYPE_FIELD) and not Duel.GetFieldCard(tp, LOCATION_FZONE, 0) and Duel.GetFieldGroupCount(tp, LOCATION_ONFIELD, 0) > 4
  end
  
  