Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Cannot attack while you have any cards in your hand. Once per turn: You can Special Summon 1 "Celtic Guard" monster from your hand. When this attacking card inflicts battle damage to your opponent: You can draw cards equal to the number of "Celtic Guard" monsters you control.
--エルフの聖剣士
--Celtic Guard of Noble Arms
local s,id=GetID()
function s.initial_effect(c)
	--cannot attack
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_CANNOT_ATTACK)
	e1:SetCondition(s.atcon)
	c:RegisterEffect(e1)
	--spsummon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
	--draw
	local e3=Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_DRAW)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_BATTLE_DAMAGE)
	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e3:SetCondition(s.drcon)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_CELTIC_GUARD}
function s.atcon(e)
	return Duel.GetFieldGroupCount(e:GetHandlerPlayer(),LOCATION_HAND,0)>=1
end
function s.spfilter(c,e,tp)
	return c:IsSetCard(SET_CELTIC_GUARD) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
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 Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_HAND,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,s.spfilter,tp,LOCATION_HAND,0,1,1,nil,e,tp)
	if #g>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
	end
end
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
	return ep~=tp and Duel.GetAttacker()==e:GetHandler()
end
function s.drfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_CELTIC_GUARD)
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	local ct=Duel.GetMatchingGroupCount(s.drfilter,tp,LOCATION_MZONE,0,nil)
	if chk==0 then return ct>0 and Duel.IsPlayerCanDraw(tp,ct) end
	Duel.SetTargetPlayer(tp)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,ct)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	local p=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER)
	local d=Duel.GetMatchingGroupCount(s.drfilter,tp,LOCATION_MZONE,0,nil)
	Duel.Draw(p,d,REASON_EFFECT)
end