Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
1 Tuner + 1+ non-Tuner FIRE monsters If this card is Synchro Summoned: You can draw 2 cards, then, if you have a FIRE monster in your hand, send 2 cards from your hand to the GY including a FIRE monster. Otherwise, reveal your entire hand, and shuffle it into the Deck. You can only use this effect of "Lavalval Salamander" once per turn. Once per turn: You can banish 1 FIRE monster from your GY; change face-up monsters your opponent controls, up to the number of "Laval" monsters you control, to face-down Defense Position.
--ラヴァルバル・サラマンダー
--Lavalval Salamander
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	--Synchro Summon procedure: 1 Tuner + 1+ non-Tuner FIRE monsters
	Synchro.AddProcedure(c,nil,1,1,Synchro.NonTunerEx(Card.IsAttribute,ATTRIBUTE_FIRE),1,99)
	--Draw 2 cards, then, if you have a FIRE monster in your hand, send 2 cards from your hand to the GY including a FIRE monster
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_DELAY)
	e1:SetCode(EVENT_SPSUMMON_SUCCESS)
	e1:SetCountLimit(1,id)
	e1:SetCondition(function(e) return e:GetHandler():IsSynchroSummoned() end)
	e1:SetTarget(s.drtg)
	e1:SetOperation(s.drop)
	c:RegisterEffect(e1)
	--Change face-up monsters your opponent controls, up to the number of "Laval" monsters you control, to face-down Defense Position
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_POSITION)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetCost(s.poscost)
	e2:SetTarget(s.postg)
	e2:SetOperation(s.posop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_LAVAL}
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,2) end
	Duel.SetTargetPlayer(tp)
	Duel.SetTargetParam(2)
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,2)
end
function s.rescon(sg,e,tp,mg)
	return sg:IsExists(Card.IsAttribute,1,nil,ATTRIBUTE_FIRE)
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	local p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
	Duel.Draw(p,d,REASON_EFFECT)
	Duel.ShuffleHand(p)
	Duel.BreakEffect()
	local cg=Duel.GetFieldGroup(p,LOCATION_HAND,0)
	local og=aux.SelectUnselectGroup(cg,e,tp,2,2,s.rescon,1,tp,HINTMSG_TOGRAVE,s.rescon)
	if og and #og>=2 then
		local ct=Duel.SendtoGrave(og,REASON_EFFECT)
	else
		Duel.ConfirmCards(1-p,cg)
		Duel.SendtoDeck(cg,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
		Duel.ShuffleDeck(p)
	end
end
function s.costfilter(c)
	return c:IsAttribute(ATTRIBUTE_FIRE) and c:IsAbleToRemoveAsCost() and aux.SpElimFilter(c,true)
end
function s.poscost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.costfilter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
	local g=Duel.SelectMatchingCard(tp,s.costfilter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,1,1,nil)
	Duel.Remove(g,POS_FACEUP,REASON_COST)
end
function s.postg(e,tp,eg,ep,ev,re,r,rp,chk)
	local ct=Duel.GetMatchingGroupCount(aux.FaceupFilter(Card.IsSetCard,SET_LAVAL),tp,LOCATION_MZONE,0,nil)
	local g=Duel.GetMatchingGroup(aux.FaceupFilter(Card.IsCanTurnSet),tp,0,LOCATION_MZONE,nil)
	if chk==0 then return ct>0 and #g>0 end
	Duel.SetOperationInfo(0,CATEGORY_POSITION,g,1,tp,0)
end
function s.posop(e,tp,eg,ep,ev,re,r,rp)
	local ct=Duel.GetMatchingGroupCount(aux.FaceupFilter(Card.IsSetCard,SET_LAVAL),tp,LOCATION_MZONE,0,nil)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
	local g=Duel.SelectMatchingCard(tp,aux.FaceupFilter(Card.IsCanTurnSet),tp,0,LOCATION_MZONE,1,ct,nil)
	if #g>0 then
		Duel.HintSelection(g)
		Duel.ChangePosition(g,POS_FACEDOWN_DEFENSE)
	end
end