Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
You can banish 1 "Constellar" monster from your GY, then target 1 "Constellar" monster in your GY; add it to your hand. If the previous effect was activated this turn (and was not negated): You can activate this effect; Immediately after this effect resolves, Normal Summon 1 "Constellar" monster. While this card is in the GY, if it was sent there this turn, you can Normal Summon 1 "Constellar" monster for 1 less Tribute. You can only use each effect of "Constellar Sombre" once per turn. * The above text is unofficial and describes the card's functionality in the OCG.
--セイクリッド・ソンブレス
--Constellar Sombre
local s,id=GetID()
function s.initial_effect(c)
	--salvage
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCountLimit(1,id)
	e1:SetCost(s.thcost)
	e1:SetTarget(s.thtg)
	e1:SetOperation(s.thop)
	c:RegisterEffect(e1)
	--summon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_SUMMON)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetCondition(s.sumcon)
	e2:SetTarget(s.sumtg)
	e2:SetOperation(s.sumop)
	c:RegisterEffect(e2)
	--decrease tribute
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_TO_GRAVE)
	e3:SetOperation(s.decop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_CONSTELLAR}
function s.rmfilter(c,tp)
	return c:IsSetCard(SET_CONSTELLAR) and c:IsMonster() and c:IsAbleToRemoveAsCost() and aux.SpElimFilter(c,true) 
		and Duel.IsExistingTarget(s.filter,tp,LOCATION_GRAVE,0,1,c)
end
function s.filter(c)
	return c:IsSetCard(SET_CONSTELLAR) and c:IsMonster() and c:IsAbleToHand()
end
function s.thcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.rmfilter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,1,nil,tp) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
	local g=Duel.SelectMatchingCard(tp,s.rmfilter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,1,1,nil,tp)
	Duel.Remove(g,POS_FACEUP,REASON_COST)
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_GRAVE) and s.filter(chkc) end
	if chk==0 then return true end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_GRAVE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) then
		Duel.SendtoHand(tc,nil,REASON_EFFECT)
	end
	if c:IsRelateToEffect(e) and c:IsFaceup() then
		c:RegisterFlagEffect(id,RESETS_STANDARD_PHASE_END,0,1)
	end
end
function s.sumcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetFlagEffect(id)~=0
end
function s.sumfilter(c)
	return c:IsSetCard(SET_CONSTELLAR) and c:IsSummonable(true,nil)
end
function s.sumtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.sumfilter,tp,LOCATION_HAND,0,1,nil) end
	Duel.SetOperationInfo(0,CATEGORY_SUMMON,nil,1,0,0)
end
function s.sumop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SUMMON)
	local g=Duel.SelectMatchingCard(tp,s.sumfilter,tp,LOCATION_HAND,0,1,1,nil)
	local tc=g:GetFirst()
	if tc then
		Duel.Summon(tp,tc,true,nil)
	end
end
function s.decop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if Duel.GetFlagEffect(tp,id+1)~=0 then return end
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_DECREASE_TRIBUTE)
	e1:SetTargetRange(LOCATION_HAND,LOCATION_HAND)
	e1:SetTarget(s.rfilter)
	e1:SetCondition(s.econ)
	e1:SetCountLimit(1)
	e1:SetValue(0x1)
	e1:SetReset(RESET_PHASE|PHASE_END)
	Duel.RegisterEffect(e1,tp)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(id)
	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e2:SetRange(LOCATION_GRAVE)
	e2:SetTargetRange(1,0)
	e2:SetReset(RESETS_STANDARD_PHASE_END)
	c:RegisterEffect(e2)
	Duel.RegisterFlagEffect(tp,id+1,RESET_PHASE|PHASE_END,0,1)
end
function s.econ(e)
	return #{Duel.GetPlayerEffect(e:GetHandlerPlayer(),id)}~=0
end
function s.rfilter(e,c)
	return c:IsSetCard(SET_CONSTELLAR)
end