Thanks again Jack, but I'm just going to keep this as is. Trying to figure out how to limit its summoning by making the 5 fusion materials need to have different names was just seeming pointless, especially with its effect.
--32083016
function c32083016.initial_effect(c)
--fusion material
c:EnableReviveLimit()
aux.AddFusionProcFunRep(c,aux.FilterBoolFunction(Card.IsSetCard,0x7D53),5,true)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
e1:SetCode(EVENT_SPSUMMON_SUCCESS)
e1:SetCondition(c32083016.condition)
e1:SetOperation(c32083016.tgop)
c:RegisterEffect(e1)
end
function c32083016.filter(c)
return c:IsType(TYPE_MONSTER) and c:IsAbleToRemove() and c:IsRace(RACE_DRAGON)and c:IsSetCard(0x7D53)
end
function c32083016.condition(e,tp,eg,ep,ev,re,r,rp)
return bit.band(e:GetHandler():GetSummonType(),SUMMON_TYPE_FUSION)==SUMMON_TYPE_FUSION
end
function c32083016.tgop(e,tp,eg,ep,ev,re,r,rp)
local sg=Duel.GetMatchingGroup(c32083016.filter,tp,LOCATION_DECK+LOCATION_GRAVE+LOCATION_HAND,0,nil)
Duel.Remove(sg,POS_FACEUP,REASON_EFFECT)
end