Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] While you have a Spell/Trap Card(s) in your Graveyard, this card's Pendulum Scale becomes 4. Once per turn, when a "Superheavy Samurai" monster you control destroys an opponent's monster by battle: You can activate this effect; that monster can make a second attack in a row (even if this card leaves the field). ---------------------------------------- [ Monster Effect ] If you have no Spell/Trap Cards in your Graveyard: You can Tribute up to 2 "Superheavy Samurai" monsters; draw that many cards. You can only use this effect of "Superheavy Samurai General Coral" once per turn.
--超重輝将サン－5
--Superheavy Samurai General Coral
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.sccon)
	e2:SetValue(4)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EFFECT_CHANGE_RSCALE)
	c:RegisterEffect(e3)
	--chain attack
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e4:SetCode(EVENT_BATTLE_DESTROYING)
	e4:SetRange(LOCATION_PZONE)
	e4:SetCountLimit(1)
	e4:SetTarget(s.catg)
	e4:SetOperation(s.caop)
	c:RegisterEffect(e4)
	--draw
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,1))
	e5:SetCategory(CATEGORY_DRAW)
	e5:SetType(EFFECT_TYPE_IGNITION)
	e5:SetRange(LOCATION_MZONE)
	e5:SetCountLimit(1,id)
	e5:SetCondition(s.condition)
	e5:SetCost(s.cost)
	e5:SetTarget(s.target)
	e5:SetOperation(s.operation)
	c:RegisterEffect(e5)
end
s.listed_series={SET_SUPERHEAVY_SAMURAI}
function s.sccon(e)
	local tp=e:GetHandlerPlayer()
	return Duel.IsExistingMatchingCard(Card.IsSpellTrap,tp,LOCATION_GRAVE,0,1,nil)
end
function s.afilter(c,tp)
	return c:IsControler(tp) and c:IsSetCard(SET_SUPERHEAVY_SAMURAI) and c:CanChainAttack()
end
function s.catg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return eg:IsExists(s.afilter,1,nil,tp) end
	local a=eg:Filter(s.afilter,nil,tp):GetFirst()
	Duel.SetTargetCard(a)
end
function s.caop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	if tc:IsFaceup() and tc:IsControler(tp) and tc:IsRelateToBattle() then
		Duel.ChainAttack()
	end
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	return not Duel.IsExistingMatchingCard(Card.IsSpellTrap,tp,LOCATION_GRAVE,0,1,nil)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckReleaseGroupCost(tp,Card.IsSetCard,1,false,nil,nil,SET_SUPERHEAVY_SAMURAI) end
	local ct=Duel.GetFieldGroupCount(tp,LOCATION_DECK,0)
	if ct>2 then ct=2 end
	local g=Duel.SelectReleaseGroupCost(tp,Card.IsSetCard,1,ct,false,nil,nil,SET_SUPERHEAVY_SAMURAI)
	local rct=Duel.Release(g,REASON_COST)
	e:SetLabel(rct)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,1) end
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,e:GetLabel())
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	Duel.Draw(tp,e:GetLabel(),REASON_EFFECT)
end