Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Once per turn, during the End Phase of any turn in which you Tribute Summoned a monster(s): You can apply these effects, in sequence, based on the number of monsters you Tributed for Tribute Summons this turn. ● 1 or more: Destroy 1 Set card your opponent controls. ● 2 or more: Draw 1 card. ● 3 or more: Add 1 monster from your Graveyard to your hand.
--アドバンス・ゾーン
--Advance Zone
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)
	--Destroy, draw, and/or add 1 monster from your GY to your hand
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_DESTROY+CATEGORY_DRAW+CATEGORY_TOHAND)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_PHASE+PHASE_END)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCountLimit(1)
	e2:SetTarget(s.target)
	e2:SetOperation(s.operation)
	c:RegisterEffect(e2)
	aux.GlobalCheck(s,function()
		s[0]=0
		s[1]=0
		local ge1=Effect.CreateEffect(c)
		ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge1:SetCode(EVENT_SUMMON_SUCCESS)
		ge1:SetOperation(s.checkop)
		Duel.RegisterEffect(ge1,0)
		local ge2=Effect.CreateEffect(c)
		ge2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge2:SetCode(EVENT_MSET)
		ge2:SetOperation(s.checkop)
		Duel.RegisterEffect(ge2,0)
		aux.AddValuesReset(function()
			s[0]=0
			s[1]=0
		end)
	end)
end
function s.checkop(e,tp,eg,ep,ev,re,r,rp)
	local tc=eg:GetFirst()
	if tc:IsTributeSummoned() then
		local mg=tc:GetMaterial()
		if mg then
			s[ep]=s[ep]+mg:FilterCount(Card.IsMonster,nil)
		end
	end
end
function s.filter2(c)
	return c:IsMonster() and c:IsAbleToHand()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	local b1=s[tp]>0 and Duel.IsExistingMatchingCard(Card.IsFacedown,tp,0,LOCATION_ONFIELD,1,nil)
	local b2=s[tp]>1 and Duel.IsPlayerCanDraw(tp,1)
	local b3=s[tp]>2 and Duel.IsExistingMatchingCard(s.filter2,tp,LOCATION_GRAVE,0,1,nil)
	if chk==0 then return b1 or b2 or b3 end
	if b1 then
		local g=Duel.GetMatchingGroup(Card.IsFacedown,tp,0,LOCATION_ONFIELD,nil)
		Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0)
	end
	Duel.SetPossibleOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
	Duel.SetPossibleOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_GRAVE)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local act=false
	if s[tp]>0 then
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
		local g=Duel.SelectMatchingCard(tp,Card.IsFacedown,tp,0,LOCATION_ONFIELD,1,1,nil)
		if #g>0 then
			Duel.Destroy(g,REASON_EFFECT)
			act=true
		end
	end
	if s[tp]>1 and Duel.IsPlayerCanDraw(tp,1) then
		if act then Duel.BreakEffect() end
		Duel.Draw(tp,1,REASON_EFFECT)
		act=true
	end
	if s[tp]>2 then
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
		local g=Duel.SelectMatchingCard(tp,s.filter2,tp,LOCATION_GRAVE,0,1,1,nil)
		if #g>0 then
			if act then Duel.BreakEffect() end
			Duel.SendtoHand(g,nil,REASON_EFFECT)
			Duel.ConfirmCards(1-tp,g)
		end
	end
end