Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Target 1 "Danger!" monster you control and 1 monster on the field; return them to the hand. 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 "Danger! Response Team" once per turn.
--未界域調査報告
--Danger! Response Team
local s,id=GetID()
function s.initial_effect(c)
	--Return 1 "Danger!" monster you control and 1 monster on the field the the hand
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCountLimit(1,id)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--Place this card on the bottom of the Deck, then draw 1 card
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_GRAVE)
	e2:SetCountLimit(1,{id,1})
	e2:SetCost(s.tdcost)
	e2:SetTarget(s.tdtg)
	e2:SetOperation(s.tdop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_DANGER}
function s.filter1(c,tp)
	return c:IsFaceup() and c:IsSetCard(SET_DANGER) and c:IsAbleToHand()
		and Duel.IsExistingTarget(Card.IsAbleToHand,tp,LOCATION_MZONE,LOCATION_MZONE,1,c)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return false end
	if chk==0 then return Duel.IsExistingTarget(s.filter1,tp,LOCATION_MZONE,0,1,nil,tp) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g1=Duel.SelectTarget(tp,s.filter1,tp,LOCATION_MZONE,0,1,1,nil,tp)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g2=Duel.SelectTarget(tp,Card.IsAbleToHand,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,g1:GetFirst())
	g1:Merge(g2)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g1,2,0,0)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetTargetCards(e)
	if #g>0 then
		Duel.SendtoHand(g,nil,REASON_EFFECT)
	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