--金雲獣－馬龍
local s,id,o=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	--material
	aux.AddSynchroProcedure(c,nil,aux.NonTuner(nil),1)
	Synchro.AddSynchroProcedure(c)
	--change level
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_SPSUMMON_SUCCESS)
	e1:SetProperty(EFFECT_FLAG_DELAY)
	e1:SetOperation(s.lvop)
	c:RegisterEffect(e1)
	--to hand
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_TOHAND)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_TO_GRAVE)
	e2:SetCountLimit(1,id)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY)
	e2:SetTarget(s.thtg)
	e2:SetOperation(s.thop)
	c:RegisterEffect(e2)
end
function s.lvop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToChain() or c:IsFacedown() then return end
	local down=c:IsLevelAbove(2)
	local lv=aux.SelectFromOptions(tp,{true,aux.Stringid(id,2)},{down,aux.Stringid(id,3),-1})
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_UPDATE_LEVEL)
	e1:SetValue(lv)
	e1:SetReset(RESET_EVENT+RESETS_STANDARD+RESET_DISABLE)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return c:IsFaceup() and c:IsAbleToHand()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsOnField() and chkc:IsControler(1-tp) and s.filter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.filter,tp,0,LOCATION_ONFIELD,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,s.filter,tp,0,LOCATION_ONFIELD,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then Duel.SendtoHand(tc,nil,REASON_EFFECT) end
end
