--魂の転身
function c88197162.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetCountLimit(1,88197162+EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(c88197162.condition)
	e1:SetCost(c88197162.cost)
	e1:SetTarget(c88197162.target)
	e1:SetOperation(c88197162.activate)
	c:RegisterEffect(e1)
end
function c88197162.cfilter(c)
	return c:IsSummonType(SUMMON_TYPE_SPECIAL)
end
function c88197162.condition(e,tp,eg,ep,ev,re,r,rp)
	return not Duel.IsExistingMatchingCard(c88197162.cfilter,tp,LOCATION_MZONE,0,1,nil)
end
function c88197162.filter(c)
	return c:IsFaceup() and c:IsLevel(4) and c:IsSummonType(SUMMON_TYPE_NORMAL)
end
function c88197162.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetActivityCount(tp,ACTIVITY_SPSUMMON)==0
		and Duel.CheckReleaseGroup(tp,c88197162.filter,1,nil) end
	local g=Duel.SelectReleaseGroup(tp,c88197162.filter,1,1,nil)
	Duel.Release(g,REASON_COST)
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_OATH)
	e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e1:SetReset(RESET_PHASE+PHASE_END)
	e1:SetTargetRange(1,0)
	Duel.RegisterEffect(e1,tp)
end
function c88197162.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,2) end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(2)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,2)
end
function c88197162.activate(e,tp,eg,ep,ev,re,r,rp)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	Duel.Draw(p,d,REASON_EFFECT)
end
