Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
If your LP are lower than your opponent's and your opponent controls a monster with the highest ATK on the field (even if it's tied): Reveal 3 cards with different names from your Deck, place them on top of your Deck in random order, then draw 1 card. For the rest of this turn after this card resolves, you cannot Set Spells/Traps, also you can only activate one more card or effect. You can only activate 1 "Draw of Fate" per turn.
--運命のドロー
--Draw of Fate
--Scripted by AlphaKretin, Naim and andré
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetCountLimit(1,id,EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.drcon)
	e1:SetTarget(s.drtg)
	e1:SetOperation(s.drop)
	c:RegisterEffect(e1)
end
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetMatchingGroup(Card.IsFaceup,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
	local mg=g and g:GetMaxGroup(Card.GetAttack)
	return Duel.GetLP(tp)<Duel.GetLP(1-tp) and mg and mg:IsExists(Card.IsControler,1,nil,1-tp)
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then
		local g=Duel.GetMatchingGroup(aux.NOT(Card.IsPublic),tp,LOCATION_DECK,0,nil)
		return Duel.IsPlayerCanDraw(tp,1)
			and Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)>2
			and g:GetClassCount(Card.GetCode)>=3
	end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(1)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp,chk)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	local g=Duel.GetMatchingGroup(aux.NOT(Card.IsPublic),tp,LOCATION_DECK,0,nil)
	if g:GetClassCount(Card.GetCode)>=3 then
		local sg=aux.SelectUnselectGroup(g,e,tp,3,3,aux.dncheck,1,tp,HINTMSG_CONFIRM)
		Duel.ConfirmCards(1-tp,sg)
		Duel.ShuffleDeck(tp)
		while (#sg>0) do
			dg=sg:RandomSelect(tp,1)
			sg:Sub(dg)
			Duel.MoveSequence(dg:GetFirst(),0)
		end
		Duel.BreakEffect()
		Duel.Draw(p,d,REASON_EFFECT)
	end
	if not e:IsHasType(EFFECT_TYPE_ACTIVATE) then return end
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EFFECT_CANNOT_SSET)
	e1:SetReset(RESET_PHASE|PHASE_END)
	e1:SetTargetRange(1,0)
	Duel.RegisterEffect(e1,tp)
	local e2=Effect.CreateEffect(e:GetHandler())
	e2:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
	e2:SetCode(EVENT_CHAINING)
	e2:SetReset(RESET_PHASE|PHASE_END)
	e2:SetOperation(s.aclimit1)
	Duel.RegisterEffect(e2,tp)
	local e3=Effect.CreateEffect(e:GetHandler())
	e3:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
	e3:SetCode(EVENT_CHAIN_NEGATED)
	e3:SetReset(RESET_PHASE|PHASE_END)
	e3:SetOperation(s.aclimit2)
	Duel.RegisterEffect(e3,tp)
	local e4=Effect.CreateEffect(e:GetHandler())
	e4:SetType(EFFECT_TYPE_FIELD)
	e4:SetCode(EFFECT_CANNOT_ACTIVATE)
	e4:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e4:SetTargetRange(1,0)
	e4:SetReset(RESET_PHASE|PHASE_END)
	e4:SetCondition(s.econ)
	e4:SetValue(1)
	Duel.RegisterEffect(e4,tp)
	local e5=Effect.CreateEffect(e:GetHandler())
	e5:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CLIENT_HINT+EFFECT_FLAG_OATH)
	e5:SetDescription(aux.Stringid(id,1))
	e5:SetReset(RESET_PHASE|PHASE_END)
	e5:SetTargetRange(1,0)
	Duel.RegisterEffect(e5,tp)
end
function s.aclimit1(e,tp,eg,ep,ev,re,r,rp)
	if ep~=tp then return end
	Duel.RegisterFlagEffect(tp,id,RESET_PHASE|PHASE_END,0,1)
end
function s.aclimit2(e,tp,eg,ep,ev,re,r,rp)
	if ep~=tp then return end
	Duel.ResetFlagEffect(tp,id)
end
function s.econ(e)
	return Duel.GetFlagEffect(e:GetHandlerPlayer(),id)~=0
end