Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
The first time each Beast monster you control would be destroyed by card effect each turn, it is not destroyed. You can target 3 Beast monsters in your GY with different names; shuffle them into the Deck, then draw 1 card. You can only use this effect of "Melffy Hide-and-Seek" once per turn.
--メルフィーのかくれんぼ
--Melffy Hide-and-Seek
--Scripted by ahtelel
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--Cannot be destroyed by card effects
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_INDESTRUCTABLE_COUNT)
	e2:SetRange(LOCATION_SZONE)
	e2:SetTargetRange(LOCATION_MZONE,0)
	e2:SetTarget(aux.TargetBoolFunction(Card.IsRace,RACE_BEAST))
	e2:SetValue(s.indct)
	c:RegisterEffect(e2)
	--Shuffle and draw
	local e3=Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetRange(LOCATION_SZONE)
	e3:SetCountLimit(1,id)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
end
function s.indct(e,re,r,rp)
	if r&REASON_EFFECT==REASON_EFFECT then
		return 1
	else
		return 0
	end
end
function s.tdfilter(c,e)
	return c:IsRace(RACE_BEAST) and c:IsAbleToDeck() and c:IsCanBeEffectTarget(e)
end
function s.tdcheck(sg,e,tp)
	return sg:GetClassCount(Card.GetCode)==#sg
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	local g=Duel.GetMatchingGroup(s.tdfilter,tp,LOCATION_GRAVE,0,nil,e)
	if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.tdfilter(chkc,e) end
	if chk==0 then return Duel.IsPlayerCanDraw(tp,1) and aux.SelectUnselectGroup(g,e,tp,3,3,s.tdcheck,0) end
	local tg=aux.SelectUnselectGroup(g,e,tp,3,3,s.tdcheck,1,tp,HINTMSG_TODECK)
	Duel.SetTargetCard(tg)
	Duel.SetOperationInfo(0,CATEGORY_TODECK,tg,#tg,tp,0)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local tg=Duel.GetTargetCards(e)
	if #tg<=0 then return end
	Duel.SendtoDeck(tg,nil,SEQ_DECKTOP,REASON_EFFECT)
	local g=Duel.GetOperatedGroup()
	if g:IsExists(Card.IsLocation,1,nil,LOCATION_DECK) then Duel.ShuffleDeck(tp) end
	local ct=g:FilterCount(Card.IsLocation,nil,LOCATION_DECK|LOCATION_EXTRA)
	if ct>0 then
		Duel.BreakEffect()
		Duel.Draw(tp,1,REASON_EFFECT)
	end
end