--光の角
--Horn of Light
local s,id=GetID()
function s.initial_effect(c)
	aux.AddEquipProcedure(c)
	--Atk up
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_EQUIP)
	e2:SetCode(EFFECT_UPDATE_DEFENSE)
	e2:SetValue(800)
	c:RegisterEffect(e2)
	--to deck
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetCategory(CATEGORY_TODECK)
	e4:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e4:SetCode(EVENT_TO_GRAVE)
	e4:SetCondition(s.tdcon)
	e4:SetCost(Cost.PayLP(500))
	e4:SetTarget(s.tdtg)
	e4:SetOperation(s.tdop)
	c:RegisterEffect(e4)
end
function s.tdcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsPreviousLocation(LOCATION_ONFIELD)
end
function s.tdtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():IsAbleToDeck() end
	Duel.SetOperationInfo(0,CATEGORY_TODECK,e:GetHandler(),1,0,0)
end
function s.tdop(e,tp,eg,ep,ev,re,r,rp)
	if e:GetHandler():IsRelateToEffect(e) then
		Duel.SendtoDeck(e:GetHandler(),nil,SEQ_DECKTOP,REASON_EFFECT)
	end
end