Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
3 "Destiny HERO" monsters During your Main Phase: You can look at the top 5 cards of your Deck or your opponent's Deck, then place them on the top of the Deck in any order. When this card destroys an opponent's monster by battle: You can draw 1 card. If this Fusion Summoned card is destroyed by battle or card effect: You can target 3 Level 9 or lower "Destiny HERO" monsters with different names in your GY; Special Summon them. You can only use each effect of "Destiny HERO - Dominance" once per turn.
--D-HERO ドミネイトガイ
--Destiny HERO - Dominance
--Scripted by Eerie Code
local s,id=GetID()
function s.initial_effect(c)
	--Fusion Summon procedure
	c:EnableReviveLimit()
	Fusion.AddProcMixN(c,true,true,aux.FilterBoolFunctionEx(Card.IsSetCard,SET_DESTINY_HERO),3)
	--Rearrange the top 5 cards of a player's Deck
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1,id)
	e1:SetTarget(s.sttg)
	e1:SetOperation(s.stop)
	c:RegisterEffect(e1)
	--Draw 1 card
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_DRAW)
	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_BATTLE_DESTROYING)
	e2:SetCountLimit(1,{id,1})
	e2:SetCondition(aux.bdocon)
	e2:SetTarget(s.drtg)
	e2:SetOperation(s.drop)
	c:RegisterEffect(e2)
	--Specaial Summon 1 "Destiny HERO" monsters with different names from your GY
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,2))
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY+EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL)
	e3:SetCode(EVENT_DESTROYED)
	e3:SetCountLimit(1,{id,2})
	e3:SetCondition(s.spcon)
	e3:SetTarget(s.sptg)
	e3:SetOperation(s.spop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_DESTINY_HERO}
s.material_setcode={SET_HERO,SET_DESTINY_HERO}
function s.sttg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)>4
		or Duel.GetFieldGroupCount(tp,0,LOCATION_DECK)>4 end
end
function s.stop(e,tp,eg,ep,ev,re,r,rp)
	local b1=Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)>4
	local b2=Duel.GetFieldGroupCount(tp,0,LOCATION_DECK)>4
	if not (b1 or b2) then return end
	local op=Duel.SelectEffect(tp,
		{b1,aux.Stringid(id,3)},
		{b2,aux.Stringid(id,4)})
	Duel.SortDecktop(tp,tp==0 and op-1 or 2-op,5)
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,1) 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)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	Duel.Draw(p,d,REASON_EFFECT)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousLocation(LOCATION_MZONE) and c:IsFusionSummoned() and c:IsReason(REASON_BATTLE|REASON_EFFECT)
end
function s.spfilter(c,e,tp)
	return c:IsSetCard(SET_DESTINY_HERO) and c:IsLevelBelow(9) and c:IsCanBeEffectTarget(e) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return false end
	local g=Duel.GetMatchingGroup(s.spfilter,tp,LOCATION_GRAVE,0,nil,e,tp)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>2 and not Duel.IsPlayerAffectedByEffect(tp,CARD_BLUEEYES_SPIRIT)
		and g:GetClassCount(Card.GetCode)>2 end
	local sg=aux.SelectUnselectGroup(g,e,tp,3,3,aux.dncheck,1,tp,HINTMSG_SPSUMMON)
	Duel.SetTargetCard(sg)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,sg,3,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
	if ft<=0 or Duel.IsPlayerAffectedByEffect(tp,CARD_BLUEEYES_SPIRIT) then return end
	local g=Duel.GetTargetCards(e)
	if #g==0 then return end
	if #g<=ft then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
	else
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
		local sg=g:Select(tp,ft,ft,nil)
		Duel.SpecialSummon(sg,0,tp,tp,false,false,POS_FACEUP)
	end
end