--不知火流 輪廻の陣
--Shiranui Style Samsara
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0,TIMING_MAIN_END|TIMING_END_PHASE)
	c:RegisterEffect(e1)
	--change code
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetCode(EFFECT_CHANGE_CODE)
	e2:SetRange(LOCATION_SZONE)
	e2:SetValue(40005099)
	c:RegisterEffect(e2)
	--no damage
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,0))
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetCode(EVENT_FREE_CHAIN)
	e3:SetRange(LOCATION_SZONE)
	e3:SetCountLimit(1,0,EFFECT_COUNT_CODE_SINGLE)
	e3:SetHintTiming(0,TIMING_MAIN_END)
	e3:SetCost(s.damcost)
	e3:SetOperation(s.damop)
	c:RegisterEffect(e3)
	--send to deck and draw
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,1))
	e4:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW)
	e4:SetType(EFFECT_TYPE_QUICK_O)
	e4:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e4:SetCode(EVENT_FREE_CHAIN)
	e4:SetCountLimit(1,0,EFFECT_COUNT_CODE_SINGLE)
	e4:SetRange(LOCATION_SZONE)
	e4:SetHintTiming(0,TIMING_END_PHASE)
	e4:SetTarget(s.tdtg)
	e4:SetOperation(s.tdop)
	c:RegisterEffect(e4)
end
s.listed_names={40005099}
function s.cfilter(c)
	return c:IsFaceup() and c:IsRace(RACE_ZOMBIE) and c:IsAbleToRemoveAsCost()
end
function s.damcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.cfilter,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
	local g=Duel.SelectMatchingCard(tp,s.cfilter,tp,LOCATION_MZONE,0,1,1,nil)
	Duel.Remove(g,POS_FACEUP,REASON_COST)
end
function s.damop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_CHANGE_DAMAGE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1,0)
	e1:SetValue(0)
	e1:SetReset(RESET_PHASE|PHASE_END)
	Duel.RegisterEffect(e1,tp)
	local e2=e1:Clone()
	e2:SetCode(EFFECT_NO_EFFECT_DAMAGE)
	e2:SetReset(RESET_PHASE|PHASE_END)
	Duel.RegisterEffect(e2,tp)
end
function s.tdfilter(c)
	return c:IsFaceup() and c:IsRace(RACE_ZOMBIE) and c:IsDefenseBelow(0) and c:IsAbleToDeck()
end
function s.tdtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_REMOVED) and chkc:IsControler(tp) and s.tdfilter(chkc) end
	if chk==0 then return Duel.IsPlayerCanDraw(tp,1)
		and Duel.IsExistingTarget(s.tdfilter,tp,LOCATION_REMOVED,0,2,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
	local g=Duel.SelectTarget(tp,s.tdfilter,tp,LOCATION_REMOVED,0,2,2,nil)
	Duel.SetOperationInfo(0,CATEGORY_TODECK,g,2,0,0)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function s.tdop(e,tp,eg,ep,ev,re,r,rp)
	local tg=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS)
	if not e:GetHandler():IsRelateToEffect(e) or not tg or tg:FilterCount(Card.IsRelateToEffect,nil,e)~=2 then return end
	Duel.SendtoDeck(tg,nil,SEQ_DECKTOP,REASON_EFFECT)
	local g=Duel.GetOperatedGroup()
	if g:IsExists(Card.IsLocation,1,nil,LOCATION_DECK) then Duel.ShuffleDeck(tp) end
	local ct=g:FilterCount(Card.IsLocation,nil,LOCATION_DECK|LOCATION_EXTRA)
	if ct==2 then
		Duel.BreakEffect()
		Duel.Draw(tp,1,REASON_EFFECT)
	end
end