Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Unless you have a "Symphonic Warrior" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Once per turn, during your End Phase: You can target 1 of your banished "Symphonic Warrior" monsters; add it to your hand. ---------------------------------------- [ Monster Effect ] You can Special Summon this card (from your hand) by removing 3 Symphonic Counters from your field. After you Normal or Special Summon this card, you can Normal Summon 1 monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
--音響戦士マイクス
--Symphonic Warrior Miccs
local s,id=GetID()
function s.initial_effect(c)
	--pendulum summon
	Pendulum.AddProcedure(c)
	--scale
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_CHANGE_LSCALE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetRange(LOCATION_PZONE)
	e2:SetCondition(s.slcon)
	e2:SetValue(4)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EFFECT_CHANGE_RSCALE)
	c:RegisterEffect(e3)
	--tohand
	local e4=Effect.CreateEffect(c)
	e4:SetCategory(CATEGORY_TOHAND)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e4:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e4:SetCode(EVENT_PHASE+PHASE_END)
	e4:SetRange(LOCATION_PZONE)
	e4:SetCountLimit(1)
	e4:SetCondition(s.thcon)
	e4:SetTarget(s.thtg)
	e4:SetOperation(s.thop)
	c:RegisterEffect(e4)
	--spsummon
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,0))
	e5:SetType(EFFECT_TYPE_FIELD)
	e5:SetCode(EFFECT_SPSUMMON_PROC)
	e5:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e5:SetRange(LOCATION_HAND)
	e5:SetCondition(s.spcon)
	e5:SetOperation(s.spop)
	c:RegisterEffect(e5)
	--extra summon
	local e6=Effect.CreateEffect(c)
	e6:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e6:SetCode(EVENT_SUMMON_SUCCESS)
	e6:SetOperation(s.sumop)
	c:RegisterEffect(e6)
	local e7=e6:Clone()
	e7:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e7)
end
s.listed_series={SET_SYMPHONIC_WARRIOR}
s.counter_place_list={0x35}
function s.thcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.IsTurnPlayer(tp)
end
function s.thfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_SYMPHONIC_WARRIOR) and c:IsMonster() and c:IsAbleToHand()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_REMOVED) and s.thfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.thfilter,tp,LOCATION_REMOVED,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local g=Duel.SelectTarget(tp,s.thfilter,tp,LOCATION_REMOVED,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.SendtoHand(tc,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,tc)
	end
end
function s.slcon(e)
	return not Duel.IsExistingMatchingCard(Card.IsSetCard,e:GetHandlerPlayer(),LOCATION_PZONE,0,1,e:GetHandler(),SET_SYMPHONIC_WARRIOR)
end
function s.spcon(e,c)
	if c==nil then return true end
	local tp=c:GetControler()
	return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsCanRemoveCounter(tp,1,0,0x35,3,REASON_COST)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp,c)
	Duel.RemoveCounter(tp,1,0,0x35,3,REASON_COST)
end
function s.sumop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetFlagEffect(tp,id)~=0 then return end
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetDescription(aux.Stringid(id,2))
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetTargetRange(LOCATION_HAND|LOCATION_MZONE,0)
	e1:SetCode(EFFECT_EXTRA_SUMMON_COUNT)
	e1:SetReset(RESET_PHASE|PHASE_END)
	Duel.RegisterEffect(e1,tp)
	Duel.RegisterFlagEffect(tp,id,RESET_PHASE|PHASE_END,0,1)
end