--サイキック・インパルス
--Psi-Impulse
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetCost(s.cost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckReleaseGroupCost(tp,Card.IsRace,1,false,nil,nil,RACE_PSYCHIC) end
	local g=Duel.SelectReleaseGroupCost(tp,Card.IsRace,1,1,false,nil,nil,RACE_PSYCHIC)
	Duel.Release(g,REASON_COST)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFieldGroupCount(tp,0,LOCATION_HAND)>0 and Duel.IsPlayerCanDraw(1-tp,3) end
	Duel.SetTargetPlayer(1-tp)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local p=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER)
	local g=Duel.GetFieldGroup(p,LOCATION_HAND,0)
	if #g==0 then return end
	Duel.SendtoDeck(g,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
	Duel.ShuffleDeck(p)
	Duel.BreakEffect()
	Duel.Draw(p,3,REASON_EFFECT)
end