--魔轟神ガミュジン
local s,id,o=GetID()
function s.initial_effect(c)
	--synchro summon
	aux.AddSynchroProcedure(c,aux.FilterBoolFunction(Card.IsSetCard,0x35),aux.NonTuner(nil),1)
	Synchro.AddSynchroProcedure(c,{
		tuner_filter=function(mc) return mc:IsSetCard(0x35) end,
	})
	c:EnableReviveLimit()
	--spsummon
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_SPSUMMON_SUCCESS)
	e1:SetProperty(EFFECT_FLAG_DELAY)
	e1:SetCountLimit(1,id)
	e1:SetCondition(s.spcon)
	e1:SetTarget(s.sptg)
	e1:SetOperation(s.spop)
	c:RegisterEffect(e1)
	--target
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
	e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetTargetRange(LOCATION_MZONE,0)
	e2:SetTarget(s.tglimit)
	e2:SetValue(aux.tgoval)
	c:RegisterEffect(e2)
	--draw
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,2))
	e3:SetCategory(CATEGORY_DRAW|CATEGORY_HANDES)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_TO_GRAVE)
	e3:SetProperty(EFFECT_FLAG_DELAY)
	e3:SetCountLimit(1,id+o)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsSummonType(SUMMON_TYPE_SYNCHRO)
end
function s.spfilter(c,e,tp)
	return c:IsSetCard(0x35) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_DECK+LOCATION_HAND,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK+LOCATION_HAND)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,s.spfilter,tp,LOCATION_DECK+LOCATION_HAND,0,1,1,nil,e,tp)
	if g:GetCount()>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
	end
end
function s.tglimit(e,c)
	return c~=e:GetHandler() and c:IsSetCard(0x35) and c:IsType(TYPE_SYNCHRO) and c:IsFaceup()
end
function s.drfilter(c)
	return c:IsSetCard(0x35) and c:IsType(TYPE_SYNCHRO) and c:IsFaceup()
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	local ct=Duel.GetMatchingGroupCount(s.drfilter,tp,LOCATION_MZONE,0,nil)
	if chk==0 then return ct>0 and Duel.IsPlayerCanDraw(tp,ct) end
	Duel.SetTargetPlayer(tp)
	Duel.SetOperationInfo(0,CATEGORY_HANDES,nil,1,tp,LOCATION_HAND)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,ct,tp,1)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	local ct=Duel.GetMatchingGroupCount(s.drfilter,tp,LOCATION_MZONE,0,nil)
	if ct==0 then return end
	local p=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER)
	if Duel.Draw(p,ct,REASON_EFFECT)>0 then
		Duel.BreakEffect()
		Duel.DiscardHand(p,nil,1,1,REASON_EFFECT+REASON_DISCARD)
	end
end
