Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.
--バッド・エンド・クイーン・ドラゴン
--Dragon Queen of Tragic Endings
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	--special summon
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_SPSUMMON_PROC)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e1:SetRange(LOCATION_HAND)
	e1:SetCondition(s.hspcon)
	c:RegisterEffect(e1)
	--damage
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_HANDES+CATEGORY_DRAW)
	e2:SetCode(EVENT_BATTLE_DAMAGE)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
	e2:SetCondition(s.hdcon)
	e2:SetTarget(s.hdtg)
	e2:SetOperation(s.hdop)
	c:RegisterEffect(e2)
	--Special Summon
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetType(EFFECT_TYPE_TRIGGER_O+EFFECT_TYPE_FIELD)
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetCode(EVENT_PHASE|PHASE_STANDBY)
	e3:SetRange(LOCATION_GRAVE)
	e3:SetCountLimit(1)
	e3:SetCondition(s.spcon)
	e3:SetCost(s.spcost)
	e3:SetTarget(s.sptg)
	e3:SetOperation(s.spop)
	c:RegisterEffect(e3)
end
function s.hspfilter(c)
	return c:IsFaceup() and c:IsContinuousSpell()
end
function s.hspcon(e,c)
	if c==nil then return true end
	return Duel.GetLocationCount(c:GetControler(),LOCATION_MZONE)>0
		and Duel.IsExistingMatchingCard(s.hspfilter,c:GetControler(),LOCATION_SZONE,0,3,nil)
end
function s.hdcon(e,tp,eg,ep,ev,re,r,rp)
	return ep~=tp and e:GetHandler()==Duel.GetAttacker()
end
function s.hdtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_HANDES,nil,0,1-tp,1)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function s.hdop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetFieldGroupCount(tp,0,LOCATION_HAND)~=0 and Duel.IsPlayerCanDraw(tp,1) then
		Duel.DiscardHand(1-tp,nil,1,1,REASON_EFFECT)
		Duel.Draw(tp,1,REASON_EFFECT)
	end
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.IsTurnPlayer(tp) and e:GetHandler():IsPreviousLocation(LOCATION_ONFIELD)
end
function s.cfilter(c)
	return c:IsFaceup() and c:IsContinuousSpell() and c:IsAbleToGraveAsCost()
end
function s.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.cfilter,tp,LOCATION_SZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
	local g=Duel.SelectMatchingCard(tp,s.cfilter,tp,LOCATION_SZONE,0,1,1,nil)
	Duel.SendtoGrave(g,REASON_COST)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	if e:GetHandler():IsRelateToEffect(e) then
		Duel.SpecialSummon(e:GetHandler(),0,tp,tp,false,false,POS_FACEUP)
	end
end