--ガガガガンマン
--Gagaga Cowboy
local s,id=GetID()
function s.initial_effect(c)
	--Xyz Summon
	Xyz.AddProcedure(c,nil,4,2)
	c:EnableReviveLimit()
	--Either gain and reduce ATK when battling or burn for 800
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DAMAGE)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetCountLimit(1)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCost(Cost.Detach(1,1,nil))
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1,false,REGISTER_FLAG_DETACH_XMAT)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	if e:GetHandler():IsDefensePos() then
		Duel.SetOperationInfo(0,CATEGORY_DAMAGE,nil,0,1-tp,800)
	end
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) then return end
	if c:IsDefensePos() then
		Duel.Damage(1-tp,800,REASON_EFFECT)
	elseif c:IsPosition(POS_FACEUP_ATTACK) then
		--Gain and reduce ATK when battling
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetCode(EVENT_BATTLE_START)
		e1:SetOperation(s.atkop)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		c:RegisterEffect(e1)
	end
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	if not bc or c:GetFlagEffect(id)~=0 then return end
	--Gain 1000 ATK
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetCode(EFFECT_UPDATE_ATTACK)
	e1:SetValue(1000)
	e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE)
	c:RegisterEffect(e1)
	--Lose 500 ATK
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetValue(-500)
	e2:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE)
	bc:RegisterEffect(e2)
	c:RegisterFlagEffect(id,RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE,0,1)
end