--アタック・フォース
--Attack Force
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_PRE_DAMAGE_CALCULATE)
	e1:SetCondition(s.condition)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	if not (Duel.GetCurrentPhase()~=PHASE_DAMAGE or not Duel.IsDamageCalculated()) then return false end
	local tc=Duel.GetAttacker()
	local at=Duel.GetAttackTarget()
	if not at or tc:IsFacedown() or at:IsFacedown() then return false end
	if tc:IsControler(1-tp) then
		tc=Duel.GetAttackTarget()
		at=Duel.GetAttacker()
	end
	e:SetLabelObject(tc)
	return tc:IsControler(tp) and tc:IsLocation(LOCATION_MZONE) and tc:GetAttack()>at:GetAttack()
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=e:GetLabelObject()
	if tc and tc:IsRelateToBattle() and not tc:IsImmuneToEffect(e) then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(600)
		e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_DAMAGE_CAL)
		tc:RegisterEffect(e1)
	end
end