local cm,m=GetID()
local list={120264004,120264005,120261048}
cm.name="暗物质谜团隐雷兽·潜地"
function cm.initial_effect(c)
	RD.AddCodeList(c,list)
	--Fusion Material
	RD.AddFusionProcedure(c,list[1],list[2])
	--Change Code
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(m,0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCondition(cm.condition)
	e1:SetCost(cm.cost)
	e1:SetOperation(cm.operation)
	c:RegisterEffect(e1)
end
--Change Code
function cm.condition(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsAttackPos() and not c:IsCode(list[3])
end
cm.cost=RD.CostSendHandToGrave(Card.IsAbleToGraveAsCost,1,1)
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsFaceup() and c:IsRelateToEffect(e) then
		local reset=RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END+RESET_OPPO_TURN
		RD.ChangeCode(e,c,list[3],reset)
		local e1=RD.AttachBattleIndes(e,c,1,aux.Stringid(m,1),reset)
		e1:SetCondition(cm.indcon)
		if Duel.GetMatchingGroupCount(Card.IsFacedown,tp,LOCATION_MZONE,0,nil)==2 then
			RD.AttachExtraAttack(e,c,1,aux.Stringid(m,2),RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END)
		end
	end
end
function cm.indcon(e)
	return e:GetHandler():IsAttackPos()
end