--幸運の鉄斧
--Lucky Iron Axe
local s,id=GetID()
function s.initial_effect(c)
	aux.AddEquipProcedure(c)
	--Atk,def
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_EQUIP)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetValue(500)
	c:RegisterEffect(e2)
	--draw
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetCategory(CATEGORY_DRAW)
	e4:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
	e4:SetCode(EVENT_TO_GRAVE)
	e4:SetCondition(s.drcon)
	e4:SetTarget(s.drtg)
	e4:SetOperation(s.drop)
	c:RegisterEffect(e4)
end
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return (r&(REASON_DESTROY|REASON_EFFECT))==(REASON_DESTROY|REASON_EFFECT) and rp~=tp and c:IsPreviousControler(tp)
		and c:IsPreviousLocation(LOCATION_ONFIELD) and c:IsPreviousPosition(POS_FACEUP)
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(1)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	Duel.Draw(p,d,REASON_EFFECT)
end