local cm,m=GetID()
local list={120196050}
cm.name="弯乐姬 短号短弯刀手"
function cm.initial_effect(c)
	RD.AddCodeList(c,list)
	--To Hand
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(m,0))
	e1:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCondition(cm.condition)
	e1:SetTarget(cm.target)
	e1:SetOperation(cm.operation)
	c:RegisterEffect(e1)
end
--To Hand
function cm.filter(c)
	return ((c:IsType(TYPE_NORMAL) and c:IsAttribute(ATTRIBUTE_WIND) and c:IsRace(RACE_WARRIOR))
		or c:IsCode(list[1])) and c:IsAbleToHand()
end
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
	return RD.IsSummonTurn(e:GetHandler())
end
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)>4 end
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)<5 then return end
	local sg,g=RD.RevealDeckTopAndCanSelect(tp,5,aux.Stringid(m,1),HINTMSG_ATOHAND,cm.filter,1,1)
	if sg:GetCount()>0 then
		Duel.DisableShuffleCheck()
		RD.SendToHandAndExists(sg,e,tp,REASON_EFFECT)
		Duel.ShuffleHand(tp)
	end
	local ct=g:GetCount()
	if ct>0 then
		Duel.SortDecktop(tp,tp,ct)
		RD.SendDeckTopToBottom(tp,ct)
	end
	if Duel.GetFlagEffect(tp,m)~=0 then return end
	RD.CreateAttackLimitEffect(e,cm.atktg,tp,LOCATION_MZONE,0,RESET_PHASE+PHASE_END)
	RD.CreateRaceCannotAttackEffect(e,aux.Stringid(m,1),RACE_ALL-RACE_WARRIOR,tp,1,0,RESET_PHASE+PHASE_END)
	Duel.RegisterFlagEffect(tp,m,RESET_PHASE+PHASE_END,0,1)
end
function cm.atktg(e,c)
	return not (c:IsAttribute(ATTRIBUTE_WIND) and c:IsRace(RACE_WARRIOR))
end