--爆導索
--Blasting Fuse
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DESTROY)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0,TIMINGS_CHECK_MONSTER_E)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsAllColumn()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chk==0 then return e:IsHasType(EFFECT_TYPE_ACTIVATE) end
	local c=e:GetHandler()
	local g=c:GetColumnGroup()+c
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,#g,0,0)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local g=c:GetColumnGroup()+c
	Duel.Destroy(g,REASON_EFFECT)
end