Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
1 Tuner + 1+ non-Tuner monsters This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If a "Superheavy Samurai" monster(s) you control would be destroyed by battle or card effect, you can destroy 1 "Superheavy Samurai" card you control instead. Once per turn, if your opponent activates a Spell/Trap Card or effect (except during the Damage Step): You can draw until you have 3 cards in your hand.
--超重天神マスラ－Ｏ
--Superheavy Samurai Brave Masurawo
local s,id=GetID()
function s.initial_effect(c)
	--Must be properly summoned before reviving
	c:EnableReviveLimit()
	--Synchro Summon procedure
	Synchro.AddProcedure(c,nil,1,1,Synchro.NonTuner(nil),1,99)
	--Attack while in defense position
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_DEFENSE_ATTACK)
	e1:SetValue(1)
	c:RegisterEffect(e1)
	--Destruction replacement
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_DESTROY_REPLACE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetTarget(s.reptg)
	e2:SetValue(s.repval)
	e2:SetOperation(s.repop)
	c:RegisterEffect(e2)
	--Draw cards up to 3 cards
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_DRAW)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_DELAY)
	e3:SetCode(EVENT_CHAINING)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCountLimit(1)
	e3:SetCondition(s.drcon)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_SUPERHEAVY_SAMURAI}
function s.repfilter(c,tp)
	return c:IsFaceup() and c:IsControler(tp) and c:IsLocation(LOCATION_MZONE) and c:IsSetCard(SET_SUPERHEAVY_SAMURAI)
		and c:IsReason(REASON_BATTLE|REASON_EFFECT) and not c:IsReason(REASON_REPLACE)
end
function s.desfilter(c,e)
	return c:IsFaceup() and c:IsSetCard(SET_SUPERHEAVY_SAMURAI) and c:IsDestructable(e)
		and not c:IsStatus(STATUS_DESTROY_CONFIRMED|STATUS_BATTLE_DESTROYED)
end
function s.reptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return eg:IsExists(s.repfilter,1,nil,tp)
		and Duel.IsExistingMatchingCard(s.desfilter,tp,LOCATION_ONFIELD,0,1,nil,e) end
	if Duel.SelectEffectYesNo(tp,e:GetHandler(),96) then
		Duel.Hint(HINT_CARD,0,id)
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESREPLACE)
		local tc=Duel.SelectMatchingCard(tp,s.desfilter,tp,LOCATION_ONFIELD,0,1,1,nil,e):GetFirst()
		Duel.HintSelection(tc,true)
		e:SetLabelObject(tc)
		tc:SetStatus(STATUS_DESTROY_CONFIRMED,true)
		return true
	end
	return false
end
function s.repval(e,c)
	return s.repfilter(c,e:GetHandlerPlayer())
end
function s.repop(e,tp,eg,ep,ev,re,r,rp)
	local tc=e:GetLabelObject()
	tc:SetStatus(STATUS_DESTROY_CONFIRMED,false)
	Duel.Destroy(tc,REASON_EFFECT|REASON_REPLACE)
end
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
	return rp==1-tp and re:IsSpellTrapEffect()
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	local h=Duel.GetFieldGroupCount(tp,LOCATION_HAND,0)
	if chk==0 then return h<3 and Duel.IsPlayerCanDraw(tp,3-h) end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(3-h)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,3-h)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	local p=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER)
	local h=Duel.GetFieldGroupCount(p,LOCATION_HAND,0)
	if h>=3 then return end
	Duel.Draw(p,3-h,REASON_EFFECT)
end