Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Discard 1 card, then target 1 "Danger!" monster you control; it gains 500 ATK/DEF until the end of this turn. If this card is in the GY: You can discard 1 "Danger!" monster; place this card on the bottom of the Deck, then draw 1 card. You can only use each effect of "Second Expedition into Danger!" once per turn.
--第弐次未界域探険隊
--Second Expedition into Danger!
--scripted by Naim
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)
	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	c:RegisterEffect(e1)
	--Increase ATK
	local e2=Effect.CreateEffect(c)
	e2:SetCategory(CATEGORY_ATKCHANGE)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetRange(LOCATION_SZONE)
	e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_CARD_TARGET)
	e2:SetHintTiming(TIMING_DAMAGE_STEP)
	e2:SetCondition(aux.StatChangeDamageStepCondition)
	e2:SetCost(s.atkcost)
	e2:SetTarget(s.atktg)
	e2:SetOperation(s.atkop)
	c:RegisterEffect(e2)
	--Draw
	local e3=Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetCode(EVENT_FREE_CHAIN)
	e3:SetRange(LOCATION_GRAVE)
	e3:SetCountLimit(1,id)
	e3:SetCost(s.tdcost)
	e3:SetTarget(s.tdtg)
	e3:SetOperation(s.tdop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_DANGER}
function s.filter1(c)
	return c:IsFaceup() and c:IsSetCard(SET_DANGER)
end
function s.atkcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(Card.IsDiscardable,tp,LOCATION_HAND,0,1,e:GetHandler()) end
	Duel.DiscardHand(tp,Card.IsDiscardable,1,1,REASON_COST|REASON_DISCARD)
end
function s.atktg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE) and chkc:IsFaceup() end
	if chk==0 then return e:GetHandler():GetFlagEffect(id)==0
		and Duel.IsExistingTarget(s.filter1,tp,LOCATION_MZONE,0,1,e:GetHandler()) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET)
	Duel.SelectTarget(tp,s.filter1,tp,LOCATION_MZONE,0,1,1,nil)
	e:GetHandler():RegisterFlagEffect(id,RESETS_STANDARD_PHASE_END,0,1)
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(500)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_UPDATE_DEFENSE)
		tc:RegisterEffect(e2)
	end
end
function s.costfilter(c)
	return c:IsSetCard(SET_DANGER) and c:IsMonster() and c:IsDiscardable()
end
function s.tdcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.costfilter,tp,LOCATION_HAND,0,1,nil) end
	Duel.DiscardHand(tp,s.costfilter,1,1,REASON_COST|REASON_DISCARD,nil)
end
function s.tdtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():IsAbleToDeck() and Duel.IsPlayerCanDraw(tp,1) end
	Duel.SetOperationInfo(0,CATEGORY_TODECK,e:GetHandler(),1,0,0)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
end
function s.tdop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and Duel.SendtoDeck(c,nil,SEQ_DECKBOTTOM,REASON_EFFECT)~=0 and c:IsLocation(LOCATION_DECK) then
		Duel.BreakEffect()
		Duel.Draw(tp,1,REASON_EFFECT)
	end
end