Hi-Speedroid
2 WIND monsters
During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 WIND monster, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can banish 1 WIND Synchro Monster from your Extra Deck; reveal 2 "Speedroid" monsters with different names from your Deck whose total Levels equal the Level of that Synchro Monster, your opponent randomly picks 1 for you to add to your hand, and you send the other to the GY. You can only use each effect of "Hi-Speedroid Rubber Band Shooter" once per turn.
local SETCARD_ID_0 = 0x2016 --Speedroid

local SETCARD_ID_0 = 0x2016 --Speedroid
local s, id, o = GetID()
function s.initial_effect(c)
	--link summon
	aux.AddLinkProcedure(c, aux.FilterBoolFunction(Card.IsLinkAttribute, ATTRIBUTE_WIND), 2, 2)
	c:EnableReviveLimit()
	--summon
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_SUMMON)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1, id)
	e1:SetTarget(s.sumtg)
	e1:SetOperation(s.sumop)
	c:RegisterEffect(e1)
	--search
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 1))
	e2:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH + CATEGORY_DECKDES)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1, id + 1)
	e2:SetTarget(s.thtg)
	e2:SetOperation(s.thop)
	c:RegisterEffect(e2)
end
function s.sumfilter(c)
	return c:IsAttribute(ATTRIBUTE_WIND) and c:IsSummonable(true, nil)
end
function s.sumtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.sumfilter, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, nil)
	end
	Duel.SetOperationInfo(0, CATEGORY_SUMMON, nil, 1, 0, 0)
end
function s.sumop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SUMMON)
	local g = Duel.SelectMatchingCard(tp, s.sumfilter, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, 1, nil)
	local tc = g:GetFirst()
	if tc then
		Duel.Summon(tp, tc, true, nil)
	end
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1, 0)
	e1:SetTarget(s.splimit)
	e1:SetReset(RESET_PHASE + PHASE_END)
	Duel.RegisterEffect(e1, tp)
end
function s.splimit(e, c)
	return not c:IsType(TYPE_SYNCHRO) and c:IsLocation(LOCATION_EXTRA)
end
function s.costfilter(c, g)
	return c:IsAttribute(ATTRIBUTE_WIND) and c:IsType(TYPE_SYNCHRO) and c:IsAbleToRemoveAsCost() and g:IsExists(s.thfilter1, 1, nil, g, c:GetLevel())
end
function s.thfilter1(c, g, lv)
	return g:IsExists(s.thfilter2, 1, c, c, lv)
end
function s.thfilter2(c, mc, lv)
	return not c:IsCode(mc:GetCode()) and c:GetLevel() + mc:GetLevel() == lv
end
function s.thfilter(c)
	return c:IsSetCard(SETCARD_ID_0) and c:IsType(TYPE_MONSTER) and c:IsAbleToHand()
end
function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk)
	local g = Duel.GetMatchingGroup(s.thfilter, tp, LOCATION_DECK, 0, nil)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.costfilter, tp, LOCATION_EXTRA, 0, 1, nil, g)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
	local sg = Duel.SelectMatchingCard(tp, s.costfilter, tp, LOCATION_EXTRA, 0, 1, 1, nil, g)
	e:SetLabel(sg:GetFirst():GetLevel())
	Duel.Remove(sg, POS_FACEUP, REASON_COST)
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK)
end
function s.thop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.thfilter, tp, LOCATION_DECK, 0, nil)
	local lv = e:GetLabel()
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local sg = g:FilterSelect(tp, s.thfilter1, 1, 1, nil, g, lv)
	if #sg > 0 then
		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
		local sg2 = g:FilterSelect(tp, s.thfilter2, 1, 1, sg:GetFirst(), sg:GetFirst(), lv)
		sg:Merge(sg2)
		Duel.ConfirmCards(1 - tp, sg)
		Duel.Hint(HINT_SELECTMSG, 1 - tp, HINTMSG_ATOHAND)
		local tg = sg:RandomSelect(1 - tp, 1)
		tg:GetFirst():SetStatus(STATUS_TO_HAND_WITHOUT_CONFIRM, true)
		Duel.SendtoHand(tg, nil, REASON_EFFECT)
		sg:Sub(tg)
		Duel.SendtoGrave(sg, REASON_EFFECT)
	end
end


Hi-Speedroid
2 WIND monsters
During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 WIND monster, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can banish 1 WIND Synchro Monster from your Extra Deck; reveal 2 "Speedroid" monsters with different names from your Deck whose total Levels equal the Level of that Synchro Monster, your opponent randomly picks 1 for you to add to your hand, and you send the other to the GY. You can only use each effect of "Hi-Speedroid Rubber Band Shooter" once per turn.
-- Hi-Speedroid
local SETCARD_ID_0 = 0x2016 --Speedroid
local s, id, o = GetID()
function s.initial_effect(c)
	--link summon
	aux.AddLinkProcedure(c, aux.FilterBoolFunction(Card.IsLinkAttribute, ATTRIBUTE_WIND), 2, 2)
	c:EnableReviveLimit()
	--summon
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_SUMMON)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1, id)
	e1:SetTarget(s.sumtg)
	e1:SetOperation(s.sumop)
	c:RegisterEffect(e1)
	--search
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 1))
	e2:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH + CATEGORY_DECKDES)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1, id + 1)
	e2:SetTarget(s.thtg)
	e2:SetOperation(s.thop)
	c:RegisterEffect(e2)
end
function s.sumfilter(c)
	return c:IsAttribute(ATTRIBUTE_WIND) and c:IsSummonable(true, nil)
end
function s.sumtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.sumfilter, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, nil)
	end
	Duel.SetOperationInfo(0, CATEGORY_SUMMON, nil, 1, 0, 0)
end
function s.sumop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SUMMON)
	local g = Duel.SelectMatchingCard(tp, s.sumfilter, tp, LOCATION_HAND + LOCATION_MZONE, 0, 1, 1, nil)
	local tc = g:GetFirst()
	if tc then
		Duel.Summon(tp, tc, true, nil)
	end
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetTargetRange(1, 0)
	e1:SetTarget(s.splimit)
	e1:SetReset(RESET_PHASE + PHASE_END)
	Duel.RegisterEffect(e1, tp)
end
function s.splimit(e, c)
	return not c:IsType(TYPE_SYNCHRO) and c:IsLocation(LOCATION_EXTRA)
end
function s.costfilter(c, g)
	return c:IsAttribute(ATTRIBUTE_WIND) and c:IsType(TYPE_SYNCHRO) and c:IsAbleToRemoveAsCost() and g:IsExists(s.thfilter1, 1, nil, g, c:GetLevel())
end
function s.thfilter1(c, g, lv)
	return g:IsExists(s.thfilter2, 1, c, c, lv)
end
function s.thfilter2(c, mc, lv)
	return not c:IsCode(mc:GetCode()) and c:GetLevel() + mc:GetLevel() == lv
end
function s.thfilter(c)
	return c:IsSetCard(SETCARD_ID_0) and c:IsType(TYPE_MONSTER) and c:IsAbleToHand()
end
function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk)
	local g = Duel.GetMatchingGroup(s.thfilter, tp, LOCATION_DECK, 0, nil)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.costfilter, tp, LOCATION_EXTRA, 0, 1, nil, g)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_REMOVE)
	local sg = Duel.SelectMatchingCard(tp, s.costfilter, tp, LOCATION_EXTRA, 0, 1, 1, nil, g)
	e:SetLabel(sg:GetFirst():GetLevel())
	Duel.Remove(sg, POS_FACEUP, REASON_COST)
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK)
end
function s.thop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.thfilter, tp, LOCATION_DECK, 0, nil)
	local lv = e:GetLabel()
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local sg = g:FilterSelect(tp, s.thfilter1, 1, 1, nil, g, lv)
	if #sg > 0 then
		Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
		local sg2 = g:FilterSelect(tp, s.thfilter2, 1, 1, sg:GetFirst(), sg:GetFirst(), lv)
		sg:Merge(sg2)
		Duel.ConfirmCards(1 - tp, sg)
		Duel.Hint(HINT_SELECTMSG, 1 - tp, HINTMSG_ATOHAND)
		local tg = sg:RandomSelect(1 - tp, 1)
		tg:GetFirst():SetStatus(STATUS_TO_HAND_WITHOUT_CONFIRM, true)
		Duel.SendtoHand(tg, nil, REASON_EFFECT)
		sg:Sub(tg)
		Duel.SendtoGrave(sg, REASON_EFFECT)
	end
end

