name: Puppet
card_text: Detach 1 material from a monster on either field, and if you do, excavate the top 4 cards of your Deck, choose 1 of them, and apply the appropriate effect based on its card type, also place the rest on top of the Deck in the same order.
  ● Monster/Spell: Add it to your hand.
  ● Trap: Set it. It can be activated this turn.
  You can only activate 1 "Puppet Shark" per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--to hand
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_END_PHASE)
  	e1:SetTarget(s.thtg)
  	e1:SetOperation(s.thop)
  	c:RegisterEffect(e1)
  end
  function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.CheckRemoveOverlayCard(tp, 1, 1, 1, REASON_EFFECT) and Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0) >= 4
  	end
  end
  function s.thfilter(c, tp)
  	return c:IsType(TYPE_TRAP) and Duel.GetLocationCount(tp, LOCATION_SZONE) > 0 or c:IsType(TYPE_MONSTER + TYPE_SPELL) and c:IsAbleToHand()
  end
  function s.thop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if Duel.RemoveOverlayCard(tp, 1, 1, 1, 1, REASON_EFFECT) ~= 0 then
  		Duel.ConfirmDecktop(tp, 4)
  		local g = Duel.GetDecktopGroup(tp, 4):Filter(s.thfilter, nil, tp)
  		if #g > 0 then
  			Duel.DisableShuffleCheck()
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_OPERATECARD)
  			Duel.RevealSelectDeckSequence(true)
  			local sc = g:Select(tp, 1, 1, nil):GetFirst()
  			Duel.RevealSelectDeckSequence(false)
  			if sc:IsType(TYPE_TRAP) then
  				if Duel.SSet(tp, sc) > 0 then
  					local e1 = Effect.CreateEffect(c)
  					e1:SetDescription(aux.Stringid(id, 1))
  					e1:SetType(EFFECT_TYPE_SINGLE)
  					e1:SetCode(EFFECT_TRAP_ACT_IN_SET_TURN)
  					e1:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
  					e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  					sc:RegisterEffect(e1)
  				end
  			else
  				Duel.SendtoHand(sc, nil, REASON_EFFECT)
  				Duel.ConfirmCards(1 - tp, sc)
  				Duel.ShuffleHand(tp)
  			end
  		end
  	end
  end
  
  
source_text: Puppet
  Detach 1 material from a monster on either field, and if you do, excavate the top 4 cards of your Deck, choose 1 of them, and apply the appropriate effect based on its card type, also place the rest on top of the Deck in the same order.
  ● Monster/Spell: Add it to your hand.
  ● Trap: Set it. It can be activated this turn.
  You can only activate 1 "Puppet Shark" per turn.
target_text: -- Puppet
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--to hand
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_TOHAND + CATEGORY_SEARCH)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_END_PHASE)
  	e1:SetTarget(s.thtg)
  	e1:SetOperation(s.thop)
  	c:RegisterEffect(e1)
  end
  function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.CheckRemoveOverlayCard(tp, 1, 1, 1, REASON_EFFECT) and Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0) >= 4
  	end
  end
  function s.thfilter(c, tp)
  	return c:IsType(TYPE_TRAP) and Duel.GetLocationCount(tp, LOCATION_SZONE) > 0 or c:IsType(TYPE_MONSTER + TYPE_SPELL) and c:IsAbleToHand()
  end
  function s.thop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if Duel.RemoveOverlayCard(tp, 1, 1, 1, 1, REASON_EFFECT) ~= 0 then
  		Duel.ConfirmDecktop(tp, 4)
  		local g = Duel.GetDecktopGroup(tp, 4):Filter(s.thfilter, nil, tp)
  		if #g > 0 then
  			Duel.DisableShuffleCheck()
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_OPERATECARD)
  			Duel.RevealSelectDeckSequence(true)
  			local sc = g:Select(tp, 1, 1, nil):GetFirst()
  			Duel.RevealSelectDeckSequence(false)
  			if sc:IsType(TYPE_TRAP) then
  				if Duel.SSet(tp, sc) > 0 then
  					local e1 = Effect.CreateEffect(c)
  					e1:SetDescription(aux.Stringid(id, 1))
  					e1:SetType(EFFECT_TYPE_SINGLE)
  					e1:SetCode(EFFECT_TRAP_ACT_IN_SET_TURN)
  					e1:SetProperty(EFFECT_FLAG_SET_AVAILABLE)
  					e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  					sc:RegisterEffect(e1)
  				end
  			else
  				Duel.SendtoHand(sc, nil, REASON_EFFECT)
  				Duel.ConfirmCards(1 - tp, sc)
  				Duel.ShuffleHand(tp)
  			end
  		end
  	end
  end
  
  