--光神化
--Celestial Transformation
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c,e,tp)
	return c:IsRace(RACE_FAIRY) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_HAND,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,0,LOCATION_HAND)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,s.filter,tp,LOCATION_HAND,0,1,1,nil,e,tp)
	local tc=g:GetFirst()
	if tc then
		local atk=tc:GetAttack()
		if Duel.SpecialSummonStep(tc,0,tp,tp,false,false,POS_FACEUP) then
			local e1=Effect.CreateEffect(e:GetHandler())
			e1:SetType(EFFECT_TYPE_SINGLE)
			e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
			e1:SetCode(EFFECT_SET_ATTACK)
			e1:SetValue(atk/2)
			e1:SetReset(RESET_EVENT|RESETS_STANDARD)
			tc:RegisterEffect(e1,true)
			local e2=Effect.CreateEffect(e:GetHandler())
			e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
			e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
			e2:SetRange(LOCATION_MZONE)
			e2:SetCode(EVENT_PHASE+PHASE_END)
			e2:SetOperation(s.desop)
			e2:SetReset(RESET_EVENT|RESETS_STANDARD)
			e2:SetCountLimit(1)
			tc:RegisterEffect(e2,true)
		end
		Duel.SpecialSummonComplete()
	end
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Destroy(e:GetHandler(),REASON_EFFECT)
end