name: Sacred
card_text: You can only activate 1 "Sacred Serpent's Wake" per turn. If you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro or Xyz): Activate 1 or more effects, depending on the number of different kinds you control, and resolve in sequence;
  ● 2 or more: Target 1 monster in your Graveyard or 1 of your banished monsters; add that target to your hand.
  ● 3 or more: Target 1 Trap Card in your Graveyard; add that target to your hand.
  ● 4: Target 1 Spell Card in your Graveyard, except "Sacred Serpent's Wake"; add that target to your hand.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 4))
  	e1:SetCategory(CATEGORY_TOHAND)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsType(TYPE_FUSION + TYPE_RITUAL + TYPE_SYNCHRO + TYPE_XYZ)
  end
  function s.typecast(c)
  	return bit.band(c:GetType(), TYPE_FUSION + TYPE_RITUAL + TYPE_SYNCHRO + TYPE_XYZ)
  end
  function s.filter1(c, e)
  	return c:IsFaceup() and c:IsType(TYPE_MONSTER) and c:IsAbleToHand() and c:IsCanBeEffectTarget(e)
  end
  function s.filter2(c, e)
  	return c:IsType(TYPE_TRAP) and c:IsAbleToHand() and c:IsCanBeEffectTarget(e)
  end
  function s.filter3(c, e)
  	return c:IsType(TYPE_SPELL) and not c:IsCode(id) and c:IsAbleToHand() and c:IsCanBeEffectTarget(e)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return false
  	end
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_MZONE, 0, nil)
  	local ct = g:GetClassCount(s.typecast)
  	local g1 = Duel.GetMatchingGroup(s.filter1, tp, LOCATION_GRAVE + LOCATION_REMOVED, 0, nil, e)
  	local g2 = Duel.GetMatchingGroup(s.filter2, tp, LOCATION_GRAVE, 0, nil, e)
  	local g3 = Duel.GetMatchingGroup(s.filter3, tp, LOCATION_GRAVE, 0, nil, e)
  	if chk == 0 then
  		return (ct > 1 and g1:GetCount() > 0) or (ct > 2 and g2:GetCount() > 0) or (ct > 3 and g3:GetCount() > 0)
  	end
  	local tg = Group.CreateGroup()
  	local off = 0
  	repeat
  		local ops = {}
  		local opval = {}
  		off = 1
  		if ct > 1 and g1:GetCount() > 0 then
  			ops[off] = aux.Stringid(id, 0)
  			opval[off - 1] = 1
  			off = off + 1
  		end
  		if ct > 2 and g2:GetCount() > 0 then
  			ops[off] = aux.Stringid(id, 1)
  			opval[off - 1] = 2
  			off = off + 1
  		end
  		if ct > 3 and g3:GetCount() > 0 then
  			ops[off] = aux.Stringid(id, 2)
  			opval[off - 1] = 3
  			off = off + 1
  		end
  		local op = Duel.SelectOption(tp, table.unpack(ops))
  		if opval[op] == 1 then
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  			local sg = g1:Select(tp, 1, 1, nil)
  			tg:Merge(sg)
  			g1:Clear()
  		elseif opval[op] == 2 then
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  			local sg = g2:Select(tp, 1, 1, nil)
  			tg:Merge(sg)
  			g2:Clear()
  		else
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  			local sg = g3:Select(tp, 1, 1, nil)
  			tg:Merge(sg)
  			g3:Clear()
  		end
  	until off < 3 or not Duel.SelectYesNo(tp, aux.Stringid(id, 3))
  	Duel.SetTargetCard(tg)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, tg, tg:GetCount(), 0, 0)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetChainInfo(0, CHAININFO_TARGET_CARDS)
  	local sg = g:Filter(Card.IsRelateToEffect, nil, e)
  	if sg:GetCount() > 0 then
  		Duel.SendtoHand(sg, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, sg)
  	end
  end
  
  
source_text: Sacred
  You can only activate 1 "Sacred Serpent's Wake" per turn. If you control 2 or more different kinds of monsters (Ritual, Fusion, Synchro or Xyz): Activate 1 or more effects, depending on the number of different kinds you control, and resolve in sequence;
  ● 2 or more: Target 1 monster in your Graveyard or 1 of your banished monsters; add that target to your hand.
  ● 3 or more: Target 1 Trap Card in your Graveyard; add that target to your hand.
  ● 4: Target 1 Spell Card in your Graveyard, except "Sacred Serpent's Wake"; add that target to your hand.
target_text: -- Sacred
  local s, id, o = GetID()
  function s.initial_effect(c)
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 4))
  	e1:SetCategory(CATEGORY_TOHAND)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsType(TYPE_FUSION + TYPE_RITUAL + TYPE_SYNCHRO + TYPE_XYZ)
  end
  function s.typecast(c)
  	return bit.band(c:GetType(), TYPE_FUSION + TYPE_RITUAL + TYPE_SYNCHRO + TYPE_XYZ)
  end
  function s.filter1(c, e)
  	return c:IsFaceup() and c:IsType(TYPE_MONSTER) and c:IsAbleToHand() and c:IsCanBeEffectTarget(e)
  end
  function s.filter2(c, e)
  	return c:IsType(TYPE_TRAP) and c:IsAbleToHand() and c:IsCanBeEffectTarget(e)
  end
  function s.filter3(c, e)
  	return c:IsType(TYPE_SPELL) and not c:IsCode(id) and c:IsAbleToHand() and c:IsCanBeEffectTarget(e)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return false
  	end
  	local g = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_MZONE, 0, nil)
  	local ct = g:GetClassCount(s.typecast)
  	local g1 = Duel.GetMatchingGroup(s.filter1, tp, LOCATION_GRAVE + LOCATION_REMOVED, 0, nil, e)
  	local g2 = Duel.GetMatchingGroup(s.filter2, tp, LOCATION_GRAVE, 0, nil, e)
  	local g3 = Duel.GetMatchingGroup(s.filter3, tp, LOCATION_GRAVE, 0, nil, e)
  	if chk == 0 then
  		return (ct > 1 and g1:GetCount() > 0) or (ct > 2 and g2:GetCount() > 0) or (ct > 3 and g3:GetCount() > 0)
  	end
  	local tg = Group.CreateGroup()
  	local off = 0
  	repeat
  		local ops = {}
  		local opval = {}
  		off = 1
  		if ct > 1 and g1:GetCount() > 0 then
  			ops[off] = aux.Stringid(id, 0)
  			opval[off - 1] = 1
  			off = off + 1
  		end
  		if ct > 2 and g2:GetCount() > 0 then
  			ops[off] = aux.Stringid(id, 1)
  			opval[off - 1] = 2
  			off = off + 1
  		end
  		if ct > 3 and g3:GetCount() > 0 then
  			ops[off] = aux.Stringid(id, 2)
  			opval[off - 1] = 3
  			off = off + 1
  		end
  		local op = Duel.SelectOption(tp, table.unpack(ops))
  		if opval[op] == 1 then
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  			local sg = g1:Select(tp, 1, 1, nil)
  			tg:Merge(sg)
  			g1:Clear()
  		elseif opval[op] == 2 then
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  			local sg = g2:Select(tp, 1, 1, nil)
  			tg:Merge(sg)
  			g2:Clear()
  		else
  			Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
  			local sg = g3:Select(tp, 1, 1, nil)
  			tg:Merge(sg)
  			g3:Clear()
  		end
  	until off < 3 or not Duel.SelectYesNo(tp, aux.Stringid(id, 3))
  	Duel.SetTargetCard(tg)
  	Duel.SetOperationInfo(0, CATEGORY_TOHAND, tg, tg:GetCount(), 0, 0)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local g = Duel.GetChainInfo(0, CHAININFO_TARGET_CARDS)
  	local sg = g:Filter(Card.IsRelateToEffect, nil, e)
  	if sg:GetCount() > 0 then
  		Duel.SendtoHand(sg, nil, REASON_EFFECT)
  		Duel.ConfirmCards(1 - tp, sg)
  	end
  end
  
  