Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone. ---------------------------------------- [ Monster Effect ] 2 Level 7 Dragon-Type monsters If you can Pendulum Summon Level 7, you can Pendulum Summon this face-up card in your Extra Deck. If this card is Xyz Summoned by using an Xyz Monster as material: Destroy as many Level 7 or lower monsters your opponent controls as possible, and if you do, inflict 1000 damage to your opponent for each card destroyed, also this card can make 3 attacks during each Battle Phase this turn. If this card in the Monster Zone is destroyed by battle or card effect: You can destroy as many cards in your Pendulum Zones as possible (min. 1), and if you do, place this card in your Pendulum Zone.
--覇王黒竜オッドアイズ・リベリオン・ドラゴン
--Odd-Eyes Rebellion Dragon
local s,id=GetID()
function s.initial_effect(c)
	--xyz summon
	Xyz.AddProcedure(c,aux.FilterBoolFunctionEx(Card.IsRace,RACE_DRAGON),7,2)
	c:EnableReviveLimit()
	--pendulum summon
	Pendulum.AddProcedure(c,false)
	--pendulum set
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(s.pctg)
	e1:SetOperation(s.pcop)
	c:RegisterEffect(e1)
	--destroy
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_DESTROY+CATEGORY_DAMAGE)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
	e2:SetCondition(s.descon)
	e2:SetTarget(s.destg)
	e2:SetOperation(s.desop)
	c:RegisterEffect(e2)
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetCode(EFFECT_MATERIAL_CHECK)
	e3:SetValue(s.valcheck)
	e3:SetLabelObject(e2)
	c:RegisterEffect(e3)
	--pendulum
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,2))
	e4:SetCategory(CATEGORY_DESTROY)
	e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e4:SetCode(EVENT_DESTROYED)
	e4:SetProperty(EFFECT_FLAG_DELAY)
	e4:SetCondition(s.pencon)
	e4:SetTarget(s.pentg)
	e4:SetOperation(s.penop)
	c:RegisterEffect(e4)
end
s.pendulum_level=7
function s.pcfilter(c)
	return c:IsType(TYPE_PENDULUM) and not c:IsForbidden()
end
function s.pctg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckPendulumZones(tp)
		and Duel.IsExistingMatchingCard(s.pcfilter,tp,LOCATION_DECK,0,1,nil) end
end
function s.pcop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	if not Duel.CheckPendulumZones(tp) then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOFIELD)
	local g=Duel.SelectMatchingCard(tp,s.pcfilter,tp,LOCATION_DECK,0,1,1,nil)
	if #g>0 then
		Duel.MoveToField(g:GetFirst(),tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end
function s.descon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsXyzSummoned() and e:GetLabel()==1
end
function s.destg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	local g=Duel.GetMatchingGroup(aux.FaceupFilter(Card.IsLevelBelow,7),tp,0,LOCATION_MZONE,nil)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,#g,0,0)
	Duel.SetOperationInfo(0,CATEGORY_DAMAGE,nil,0,1-tp,#g*1000)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local g=Duel.GetMatchingGroup(aux.FaceupFilter(Card.IsLevelBelow,7),tp,0,LOCATION_MZONE,nil)
	local ct=Duel.Destroy(g,REASON_EFFECT)
	if Duel.Damage(1-tp,ct*1000,REASON_EFFECT)~=0 then
		local e1=Effect.CreateEffect(c)
		e1:SetDescription(aux.Stringid(id,3))
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetProperty(EFFECT_FLAG_CLIENT_HINT)
		e1:SetCode(EFFECT_EXTRA_ATTACK)
		e1:SetValue(2)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		c:RegisterEffect(e1)
	end
end
function s.valcheck(e,c)
	local g=c:GetMaterial()
	if g:IsExists(Card.IsType,1,nil,TYPE_XYZ,c,SUMMON_TYPE_XYZ) then
		e:GetLabelObject():SetLabel(1)
	else
		e:GetLabelObject():SetLabel(0)
	end
end
function s.pencon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return (r&REASON_EFFECT+REASON_BATTLE)~=0 and c:IsPreviousLocation(LOCATION_MZONE) and c:IsFaceup()
end
function s.pentg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFieldGroupCount(tp,LOCATION_PZONE,0)>0 end
	local g=Duel.GetFieldGroup(tp,LOCATION_PZONE,0)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,#g,0,0)
end
function s.penop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetFieldGroup(tp,LOCATION_PZONE,0)
	if Duel.Destroy(g,REASON_EFFECT)~=0 and e:GetHandler():IsRelateToEffect(e) then
		Duel.MoveToField(e:GetHandler(),tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end