Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
If this card is Normal or Special Summoned: You can excavate cards from the top of your Deck equal to the number of other WIND monsters you control, add 1 excavated card to your hand, also place the rest on the bottom of your Deck in any order. You can banish this card from your GY, then target 1 Level 3 or higher WIND monster you control; reduce its Level by 2. You can only use each effect of "Speedroid Fuki-Modoshi Piper" once per turn.
--ＳＲ吹持童子
--Speedroid Fuki-Modoshi Piper
--scripted by Hatter
local s,id=GetID()
function s.initial_effect(c)
	--excavate and add to hand
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetProperty(EFFECT_FLAG_DELAY)
	e1:SetCode(EVENT_SUMMON_SUCCESS)
	e1:SetCountLimit(1,id)
	e1:SetTarget(s.thtg)
	e1:SetOperation(s.thop)
	c:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e2)
	--reduce level
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetRange(LOCATION_GRAVE)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetCountLimit(1,{id,1})
	e3:SetCost(Cost.SelfBanish)
	e3:SetTarget(s.lvtg)
	e3:SetOperation(s.lvop)
	c:RegisterEffect(e3)
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then
		local ct=Duel.GetMatchingGroupCount(aux.FaceupFilter(Card.IsAttribute,ATTRIBUTE_WIND),tp,LOCATION_MZONE,0,e:GetHandler())
		return ct>0 and Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)>=ct and Duel.GetDecktopGroup(tp,ct):FilterCount(Card.IsAbleToHand,nil)>0
	end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,0,LOCATION_DECK)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local ct=Duel.GetMatchingGroupCount(aux.FaceupFilter(Card.IsAttribute,ATTRIBUTE_WIND),tp,LOCATION_MZONE,0,e:GetHandler())
	Duel.ConfirmDecktop(tp,ct)
	local g=Duel.GetDecktopGroup(tp,ct)
	if #g<1 then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local sg=g:Select(tp,1,1,nil)
	Duel.DisableShuffleCheck()
	if sg:GetFirst():IsAbleToHand() then
		Duel.SendtoHand(sg,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,sg)
		Duel.ShuffleHand(tp)
	else
		Duel.SendtoGrave(sg,REASON_RULE)
	end
	ct=ct-1
	if ct>0 then
		Duel.MoveToDeckBottom(ct,tp)
		Duel.SortDeckbottom(tp,tp,ct)
	end
end
function s.filter(c)
	return c:IsFaceup() and c:IsAttribute(ATTRIBUTE_WIND) and c:IsLevelAbove(3)
end
function s.lvtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET)
	Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE,0,1,1,nil)
end
function s.lvop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
		--Reduce Level
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LEVEL)
		e1:SetValue(-2)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD)
		tc:RegisterEffect(e1)
	end
end