name: Fire
card_text: Target 1 FIRE monster in your GY; send 1 card from your hand to the GY, and if you do, Special Summon the targeted monster. You can banish this card from your GY, then target 3 of your FIRE monsters that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card. You can only use this effect of "Fire Recovery" once per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_HANDES + CATEGORY_SPECIAL_SUMMON)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--draw
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_TODECK + CATEGORY_DRAW)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCountLimit(1, id)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.drtg)
  	e2:SetOperation(s.drop)
  	c:RegisterEffect(e2)
  end
  function s.filter(c, e, tp)
  	return c:IsAttribute(ATTRIBUTE_FIRE) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc, e, tp)
  	end
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsAbleToGrave, tp, LOCATION_HAND, 0, 1, e:GetHandler())
  			and Duel.GetLocationCount(tp, LOCATION_MZONE) > 0
  			and Duel.IsExistingTarget(s.filter, tp, LOCATION_GRAVE, 0, 1, nil, e, tp)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
  	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_GRAVE, 0, 1, 1, nil, e, tp)
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, g, 1, 0, 0)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOGRAVE)
  	if Duel.DiscardHand(tp, Card.IsAbleToGrave, 1, 1, REASON_EFFECT) < 1 then
  		return
  	end
  	local gc = Duel.GetOperatedGroup():GetFirst()
  	if not gc:IsLocation(LOCATION_GRAVE) then
  		return
  	end
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		Duel.SpecialSummon(tc, 0, tp, tp, false, false, POS_FACEUP)
  	end
  end
  function s.cfilter(c)
  	return c:IsFaceupEx() and c:IsAttribute(ATTRIBUTE_FIRE) and c:IsAbleToDeck()
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return false
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.cfilter, tp, LOCATION_GRAVE + LOCATION_REMOVED, 0, 3, nil) and Duel.IsPlayerCanDraw(tp, 1)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
  	local g = Duel.SelectTarget(tp, s.cfilter, tp, LOCATION_GRAVE + LOCATION_REMOVED, 0, 3, 3, nil)
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, 3, 0, 0)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetTargetsRelateToChain()
  	if Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT) < 1 or not g:IsExists(Card.IsLocation, 1, nil, LOCATION_DECK + LOCATION_EXTRA) then
  		return
  	end
  	if g:IsExists(Card.IsLocation, 1, nil, LOCATION_DECK) then
  		Duel.ShuffleDeck(tp)
  	end
  	Duel.BreakEffect()
  	Duel.Draw(tp, 1, REASON_EFFECT)
  end
  
  
source_text: Fire
  Target 1 FIRE monster in your GY; send 1 card from your hand to the GY, and if you do, Special Summon the targeted monster. You can banish this card from your GY, then target 3 of your FIRE monsters that are banished and/or in your GY; shuffle them into the Deck, then draw 1 card. You can only use this effect of "Fire Recovery" once per turn.
target_text: -- Fire
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_HANDES + CATEGORY_SPECIAL_SUMMON)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  	--draw
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 1))
  	e2:SetCategory(CATEGORY_TODECK + CATEGORY_DRAW)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_GRAVE)
  	e2:SetCountLimit(1, id)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCost(aux.bfgcost)
  	e2:SetTarget(s.drtg)
  	e2:SetOperation(s.drop)
  	c:RegisterEffect(e2)
  end
  function s.filter(c, e, tp)
  	return c:IsAttribute(ATTRIBUTE_FIRE) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc, e, tp)
  	end
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(Card.IsAbleToGrave, tp, LOCATION_HAND, 0, 1, e:GetHandler())
  			and Duel.GetLocationCount(tp, LOCATION_MZONE) > 0
  			and Duel.IsExistingTarget(s.filter, tp, LOCATION_GRAVE, 0, 1, nil, e, tp)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON)
  	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_GRAVE, 0, 1, 1, nil, e, tp)
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, g, 1, 0, 0)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOGRAVE)
  	if Duel.DiscardHand(tp, Card.IsAbleToGrave, 1, 1, REASON_EFFECT) < 1 then
  		return
  	end
  	local gc = Duel.GetOperatedGroup():GetFirst()
  	if not gc:IsLocation(LOCATION_GRAVE) then
  		return
  	end
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		Duel.SpecialSummon(tc, 0, tp, tp, false, false, POS_FACEUP)
  	end
  end
  function s.cfilter(c)
  	return c:IsFaceupEx() and c:IsAttribute(ATTRIBUTE_FIRE) and c:IsAbleToDeck()
  end
  function s.drtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return false
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.cfilter, tp, LOCATION_GRAVE + LOCATION_REMOVED, 0, 3, nil) and Duel.IsPlayerCanDraw(tp, 1)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TODECK)
  	local g = Duel.SelectTarget(tp, s.cfilter, tp, LOCATION_GRAVE + LOCATION_REMOVED, 0, 3, 3, nil)
  	Duel.SetOperationInfo(0, CATEGORY_TODECK, g, 3, 0, 0)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
  end
  function s.drop(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetTargetsRelateToChain()
  	if Duel.SendtoDeck(g, nil, SEQ_DECKSHUFFLE, REASON_EFFECT) < 1 or not g:IsExists(Card.IsLocation, 1, nil, LOCATION_DECK + LOCATION_EXTRA) then
  		return
  	end
  	if g:IsExists(Card.IsLocation, 1, nil, LOCATION_DECK) then
  		Duel.ShuffleDeck(tp)
  	end
  	Duel.BreakEffect()
  	Duel.Draw(tp, 1, REASON_EFFECT)
  end
  
  