Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Each time an effect of a "Symphonic Warrior" card is activated, place 1 Symphonic Counter on this card when that effect resolves. You can only use each of the following effects of "Generalprobe" once per turn. You can remove 3 Symphonic Counters from your field; add 1 "Symphonic Warrior" monster from your Deck to your hand. If you Normal or Special Summon a "Symphonic Warrior" monster(s) (except during the Damage Step): You can add 1 "Symph Amplifire" from your Deck to your hand.
--ゲネラールプローベ
--Generalprobe
--Scripted by Eerie Code
local s,id=GetID()
function s.initial_effect(c)
	c:EnableCounterPermit(0x35)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--Place 1 Symphonic Counter
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_CHAIN_SOLVING)
	e2:SetRange(LOCATION_SZONE)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCondition(s.ctcon)
	e2:SetOperation(s.ctop)
	c:RegisterEffect(e2)
	--Search 1 "Symphonic Warrior" monster
	local e3=Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetRange(LOCATION_SZONE)
	e3:SetCountLimit(1,{id,0})
	e3:SetCost(s.thcost1)
	e3:SetTarget(s.thtg1)
	e3:SetOperation(s.thop1)
	c:RegisterEffect(e3)
	--Search 1 "Symph Amplifire"
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
	e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e4:SetProperty(EFFECT_FLAG_DELAY)
	e4:SetCode(EVENT_SUMMON_SUCCESS)
	e4:SetRange(LOCATION_SZONE)
	e4:SetCountLimit(1,{id,1})
	e4:SetCondition(s.thcon2)
	e4:SetTarget(s.thtg2)
	e4:SetOperation(s.thop2)
	c:RegisterEffect(e4)
	local e5=e4:Clone()
	e5:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e5)
end
s.listed_names={75304793}
s.listed_series={SET_SYMPHONIC_WARRIOR}
s.counter_place_list={0x35}
function s.ctcon(e,tp,eg,ep,ev,re,r,rp)
	return re and re:GetHandler():IsSetCard(SET_SYMPHONIC_WARRIOR) and not re:IsHasType(EFFECT_TYPE_ACTIVATE)
end
function s.ctop(e,tp,eg,ep,ev,re,r,rp)
	e:GetHandler():AddCounter(0x35,1)
end
function s.thcost1(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsCanRemoveCounter(tp,1,0,0x35,3,REASON_COST) end
	Duel.RemoveCounter(tp,1,0,0x35,3,REASON_COST)
end
function s.thfilter1(c)
	return c:IsSetCard(SET_SYMPHONIC_WARRIOR) and c:IsMonster() and c:IsAbleToHand()
end
function s.thtg1(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.thfilter1,tp,LOCATION_DECK,0,1,nil) end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function s.thop1(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local g=Duel.SelectMatchingCard(tp,s.thfilter1,tp,LOCATION_DECK,0,1,1,nil)
	if #g>0 then
		Duel.SendtoHand(g,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,g)
	end
end
function s.cfilter(c,tp)
	return c:IsFaceup() and c:IsSetCard(SET_SYMPHONIC_WARRIOR) and c:IsSummonPlayer(tp)
end
function s.thcon2(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.cfilter,1,nil,tp)
end
function s.thfilter2(c)
	return c:IsCode(75304793) and c:IsAbleToHand()
end
function s.thtg2(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.thfilter2,tp,LOCATION_DECK,0,1,nil) end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function s.thop2(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local g=Duel.SelectMatchingCard(tp,s.thfilter2,tp,LOCATION_DECK,0,1,1,nil)
	if #g>0 then
		Duel.SendtoHand(g,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,g)
	end
end