Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
When your opponent activates a card or effect: Draw cards equal to the number of Level 8 or higher LIGHT Machine Fusion Monsters you control. During your Standby Phase: You can banish this card from your GY; shuffle up to 6 of your banished LIGHT Machine monsters into the Deck, including a Union monster. You can only use each effect of "A-to-Z Energy Load" once per turn.
--ＡｔｏＺエナジーロード
--A-to-Z Energy Load
--scripted by pyrQ
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e1:SetCode(EVENT_CHAINING)
	e1:SetCountLimit(1,id)
	e1:SetCondition(function(e,tp,eg,ep,ev,re,r,rp) return rp==1-tp end)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--Shuffle up to 6 of your banished LIGHT Machine monsters into the Deck, including a Union monster
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_TODECK)
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetRange(LOCATION_GRAVE)
	e2:SetCountLimit(1,{id,1})
	e2:SetHintTiming(TIMING_STANDBY_PHASE)
	e2:SetCondition(function(e,tp) return Duel.IsPhase(PHASE_STANDBY) and Duel.IsTurnPlayer(tp) end)
	e2:SetCost(Cost.SelfBanish)
	e2:SetTarget(s.tdtg)
	e2:SetOperation(s.tdop)
	c:RegisterEffect(e2)
end
s.listed_card_types={TYPE_UNION}
function s.drawcountfilter(c)
	return c:IsLevelAbove(8) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and c:IsType(TYPE_FUSION) and c:IsFaceup()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	local ct=Duel.GetMatchingGroupCount(s.drawcountfilter,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.activate(e,tp,eg,ep,ev,re,r,rp)
	local ct=Duel.GetMatchingGroupCount(s.drawcountfilter,tp,LOCATION_MZONE,0,nil)
	if ct==0 then return end
	local p=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER)
	Duel.Draw(p,ct,REASON_EFFECT)
end
function s.tdfilter(c)
	return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and c:IsFaceup() and c:IsAbleToDeck()
end
function s.tdtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then
		local g=Duel.GetMatchingGroup(s.tdfilter,tp,LOCATION_REMOVED,0,nil)
		return g:IsExists(Card.IsType,1,nil,TYPE_UNION)
	end
	Duel.SetOperationInfo(0,CATEGORY_TODECK,nil,1,tp,LOCATION_REMOVED)
end
function s.rescon(sg,e,tp,mg)
	return sg:IsExists(Card.IsType,1,nil,TYPE_UNION)
end
function s.tdop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetMatchingGroup(s.tdfilter,tp,LOCATION_REMOVED,0,nil)
	local sg=aux.SelectUnselectGroup(g,e,tp,1,6,s.rescon,1,tp,HINTMSG_TODECK,s.rescon)
	if #sg>0 then
		Duel.HintSelection(sg)
		Duel.SendtoDeck(sg,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
	end
end