--星辰の裂角
local s,id,o=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TOHAND+CATEGORY_TODECK+CATEGORY_TOEXTRA+CATEGORY_DRAW+CATEGORY_GRAVE_ACTION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0,TIMINGS_CHECK_MONSTER+TIMING_END_PHASE)
	e1:SetCountLimit(1,id+EFFECT_COUNT_CODE_OATH)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.rthfilter(c)
	return c:IsPosition(POS_ATTACK) and c:IsAbleToHand()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and s.rthfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.rthfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,s.rthfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function s.tdfilter(c)
	return c:IsFaceupEx() and not c:IsCode(id) and c:IsSetCard(0x1c9) and c:IsAbleToDeck()
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) and tc:IsType(TYPE_MONSTER) and Duel.SendtoHand(tc,nil,REASON_EFFECT)>0
		and tc:IsLocation(LOCATION_HAND+LOCATION_EXTRA)
		and Duel.IsExistingMatchingCard(aux.NecroValleyFilter(s.tdfilter),tp,LOCATION_GRAVE+LOCATION_REMOVED,0,1,nil)
		and Duel.IsPlayerCanDraw(tp,1) and Duel.SelectYesNo(tp,aux.Stringid(id,1)) then
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
		local sg=Duel.SelectMatchingCard(tp,aux.NecroValleyFilter(s.tdfilter),tp,LOCATION_GRAVE+LOCATION_REMOVED,0,1,1,nil)
		local dtc=sg:GetFirst()
		if dtc then
			Duel.BreakEffect()
			Duel.HintSelection(sg)
			if Duel.SendtoDeck(dtc,nil,SEQ_DECKBOTTOM,REASON_EFFECT)>0 and dtc:IsLocation(LOCATION_DECK+LOCATION_EXTRA) then
				Duel.BreakEffect()
				Duel.Draw(tp,1,REASON_EFFECT)
			end
		end
	end
end
