--幻奏の歌姫クープレ
function c101204010.initial_effect(c)
	aux.EnablePendulumAttribute(c)
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_FIELD)
	e0:SetRange(LOCATION_PZONE)
	e0:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e0:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CANNOT_DISABLE)
	e0:SetTargetRange(1,0)
	e0:SetTarget(c101204010.splimit)
	c:RegisterEffect(e0)
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(101204010,0))
	e1:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1,101204010)
	e1:SetCondition(c101204010.thcon)
	e1:SetTarget(c101204010.thtg)
	e1:SetOperation(c101204010.thop)
	c:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(101204010,1))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCode(EVENT_TO_HAND)
	e2:SetCountLimit(1,101204110)
	e2:SetCondition(c101204010.spcon)
	e2:SetCost(c101204010.spcost)
	e2:SetTarget(c101204010.sptg)
	e2:SetOperation(c101204010.spop)
	c:RegisterEffect(e2)
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(101204010,2))
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_DELAY)
	e3:SetRange(LOCATION_EXTRA)
	e3:SetCountLimit(1,101204210)
	e3:SetCondition(c101204010.pencon)
	e3:SetTarget(c101204010.pentg)
	e3:SetOperation(c101204010.penop)
	c:RegisterEffect(e3)
end
function c101204010.splimit(e,c,tp,sumtp,sumpos)
	return not c:IsAttribute(ATTRIBUTE_LIGHT) and bit.band(sumtp,SUMMON_TYPE_PENDULUM)==SUMMON_TYPE_PENDULUM 
end
function c101204010.thcfilter(c)
	return c:IsFaceup() and not c:IsSetCard(0x9b)
end
function c101204010.thcon(e,tp,eg,ep,ev,re,r,rp)
	return not Duel.IsExistingMatchingCard(c101204010.thcfilter,tp,LOCATION_MZONE,0,1,nil)
end
function c101204010.thfilter(c)
	return c:IsSetCard(0x9b) and c:IsType(TYPE_SPELL+TYPE_TRAP) and c:IsAbleToHand()
end
function c101204010.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(c101204010.thfilter,tp,LOCATION_DECK,0,1,nil) end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function c101204010.thop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local g=Duel.SelectMatchingCard(tp,c101204010.thfilter,tp,LOCATION_DECK,0,1,1,nil)
	if g:GetCount()>0 then
		Duel.SendtoHand(g,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,g)
	end
end
function c101204010.spcon(e,tp,eg,ep,ev,re,r,rp)
	return not (r==REASON_RULE)
end
function c101204010.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return not e:GetHandler():IsPublic() end
end
function c101204010.spfilter(c,e,tp)
	return c:IsLevelBelow(4) and c:IsSetCard(0x9b) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function c101204010.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingMatchingCard(c101204010.spfilter,tp,LOCATION_GRAVE+LOCATION_HAND,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_GRAVE+LOCATION_HAND)
end
function c101204010.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,aux.NecroValleyFilter(c101204010.spfilter),tp,LOCATION_GRAVE+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 c101204010.cfilter(c,tp)
	return c:IsFaceup() and c:IsType(TYPE_FUSION) and c:IsSetCard(0x9b) and c:IsControler(tp)
end
function c101204010.pencon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsFaceup() and eg:IsExists(c101204010.cfilter,1,nil,tp)
end
function c101204010.pentg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckLocation(tp,LOCATION_PZONE,0) or Duel.CheckLocation(tp,LOCATION_PZONE,1) end
end
function c101204010.penop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and (Duel.CheckLocation(tp,LOCATION_PZONE,0) or Duel.CheckLocation(tp,LOCATION_PZONE,1)) then
		Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end