name: Dragon
card_text: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	c:EnableReviveLimit()
  	--special summon
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_SPSUMMON_PROC)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_UNCOPYABLE)
  	e1:SetRange(LOCATION_HAND)
  	e1:SetCondition(s.hspcon)
  	c:RegisterEffect(e1)
  	--damage
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_HANDES + CATEGORY_DRAW)
  	e2:SetCode(EVENT_BATTLE_DAMAGE)
  	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
  	e2:SetCondition(s.hdcon)
  	e2:SetTarget(s.hdtg)
  	e2:SetOperation(s.hdop)
  	c:RegisterEffect(e2)
  	--Special Summon
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetType(EFFECT_TYPE_TRIGGER_O + EFFECT_TYPE_FIELD)
  	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
  	e3:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e3:SetRange(LOCATION_GRAVE)
  	e3:SetCountLimit(1)
  	e3:SetCondition(s.spcon)
  	e3:SetCost(s.spcost)
  	e3:SetTarget(s.sptg)
  	e3:SetOperation(s.spop)
  	c:RegisterEffect(e3)
  end
  function s.hspfilter(c)
  	return c:IsFaceup() and c:GetType() == TYPE_SPELL + TYPE_CONTINUOUS
  end
  function s.hspcon(e, c)
  	if c == nil then
  		return true
  	end
  	return Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(s.hspfilter, c:GetControler(), LOCATION_SZONE, 0, 3, nil)
  end
  function s.hdcon(e, tp, eg, ep, ev, re, r, rp)
  	return ep ~= tp and e:GetHandler() == Duel.GetAttacker()
  end
  function s.hdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, nil, 0, 1 - tp, 1)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
  end
  function s.hdop(e, tp, eg, ep, ev, re, r, rp)
  	if Duel.GetFieldGroupCount(tp, 0, LOCATION_HAND) ~= 0 and Duel.IsPlayerCanDraw(tp, 1) then
  		Duel.DiscardHand(1 - tp, nil, 1, 1, REASON_EFFECT)
  		Duel.Draw(tp, 1, REASON_EFFECT)
  	end
  end
  function s.spcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp and e:GetHandler():IsPreviousLocation(LOCATION_ONFIELD)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:GetType() == TYPE_SPELL + TYPE_CONTINUOUS and c:IsAbleToGraveAsCost()
  end
  function s.spcost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_SZONE, 0, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOGRAVE)
  	local g = Duel.SelectMatchingCard(tp, s.cfilter, tp, LOCATION_SZONE, 0, 1, 1, nil)
  	Duel.SendtoGrave(g, REASON_COST)
  end
  function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and e:GetHandler():IsCanBeSpecialSummoned(e, 0, tp, false, false)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, e:GetHandler(), 1, 0, 0)
  end
  function s.spop(e, tp, eg, ep, ev, re, r, rp)
  	if e:GetHandler():IsRelateToEffect(e) then
  		Duel.SpecialSummon(e:GetHandler(), 0, tp, tp, false, false, POS_FACEUP)
  	end
  end
  
  
source_text: Dragon
  This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.
target_text: -- Dragon
  local s, id, o = GetID()
  function s.initial_effect(c)
  	c:EnableReviveLimit()
  	--special summon
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD)
  	e1:SetCode(EFFECT_SPSUMMON_PROC)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_UNCOPYABLE)
  	e1:SetRange(LOCATION_HAND)
  	e1:SetCondition(s.hspcon)
  	c:RegisterEffect(e1)
  	--damage
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_HANDES + CATEGORY_DRAW)
  	e2:SetCode(EVENT_BATTLE_DAMAGE)
  	e2:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
  	e2:SetCondition(s.hdcon)
  	e2:SetTarget(s.hdtg)
  	e2:SetOperation(s.hdop)
  	c:RegisterEffect(e2)
  	--Special Summon
  	local e3 = Effect.CreateEffect(c)
  	e3:SetDescription(aux.Stringid(id, 1))
  	e3:SetType(EFFECT_TYPE_TRIGGER_O + EFFECT_TYPE_FIELD)
  	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
  	e3:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e3:SetRange(LOCATION_GRAVE)
  	e3:SetCountLimit(1)
  	e3:SetCondition(s.spcon)
  	e3:SetCost(s.spcost)
  	e3:SetTarget(s.sptg)
  	e3:SetOperation(s.spop)
  	c:RegisterEffect(e3)
  end
  function s.hspfilter(c)
  	return c:IsFaceup() and c:GetType() == TYPE_SPELL + TYPE_CONTINUOUS
  end
  function s.hspcon(e, c)
  	if c == nil then
  		return true
  	end
  	return Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(s.hspfilter, c:GetControler(), LOCATION_SZONE, 0, 3, nil)
  end
  function s.hdcon(e, tp, eg, ep, ev, re, r, rp)
  	return ep ~= tp and e:GetHandler() == Duel.GetAttacker()
  end
  function s.hdtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetOperationInfo(0, CATEGORY_HANDES, nil, 0, 1 - tp, 1)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
  end
  function s.hdop(e, tp, eg, ep, ev, re, r, rp)
  	if Duel.GetFieldGroupCount(tp, 0, LOCATION_HAND) ~= 0 and Duel.IsPlayerCanDraw(tp, 1) then
  		Duel.DiscardHand(1 - tp, nil, 1, 1, REASON_EFFECT)
  		Duel.Draw(tp, 1, REASON_EFFECT)
  	end
  end
  function s.spcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp and e:GetHandler():IsPreviousLocation(LOCATION_ONFIELD)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:GetType() == TYPE_SPELL + TYPE_CONTINUOUS and c:IsAbleToGraveAsCost()
  end
  function s.spcost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_SZONE, 0, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOGRAVE)
  	local g = Duel.SelectMatchingCard(tp, s.cfilter, tp, LOCATION_SZONE, 0, 1, 1, nil)
  	Duel.SendtoGrave(g, REASON_COST)
  end
  function s.sptg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetLocationCount(tp, LOCATION_MZONE) > 0 and e:GetHandler():IsCanBeSpecialSummoned(e, 0, tp, false, false)
  	end
  	Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, e:GetHandler(), 1, 0, 0)
  end
  function s.spop(e, tp, eg, ep, ev, re, r, rp)
  	if e:GetHandler():IsRelateToEffect(e) then
  		Duel.SpecialSummon(e:GetHandler(), 0, tp, tp, false, false, POS_FACEUP)
  	end
  end
  
  