Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Once per turn, before damage calculation, if your "D/D/D" Fusion Monster battles an opponent's monster: You can make that opponent's monster lose 1000 ATK until the end of this turn (even if this card leaves the field). ---------------------------------------- [ Monster Effect ] 2 "D/D/D" monsters You can target 1 Attack Position monster your opponent controls; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You can only use this effect of "D/D/D Super Doom King Purple Armageddon" once per turn. Before damage calculation, if an opponent's monster battles: You can make its ATK become equal to its original ATK until the end of the Damage Step. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.
--DDD超死偉王パープリッシュ・ヘル・アーマゲドン
--D/D/D Super Doom King Purple Armageddon
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	Pendulum.AddProcedure(c,false)
	Fusion.AddProcMixN(c,true,true,aux.FilterBoolFunctionEx(Card.IsSetCard,SET_DDD),2)
	--Make an opponent's monster lose 1000 ATK until the end of this turn
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_BATTLE_CONFIRM)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1)
	e1:SetCondition(s.atkcon1)
	e1:SetOperation(s.atkop1)
	c:RegisterEffect(e1)
	--Destroy 1 Attack Position monster your opponent controls and inflict damage to your opponent equal to half its original ATK
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_DESTROY+CATEGORY_DAMAGE)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetCountLimit(1,id)
	e2:SetRange(LOCATION_MZONE)
	e2:SetTarget(s.destg)
	e2:SetOperation(s.desop)
	c:RegisterEffect(e2)
	--Make the ATK of an opponent's monster become equal to its original ATK until the end of the Damage Step
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,2))
	e3:SetCategory(CATEGORY_ATKCHANGE)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_BATTLE_CONFIRM)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCondition(s.atkcon2)
	e3:SetOperation(s.atkop2)
	c:RegisterEffect(e3)
	--Place this card in your Pendulum Zone
	local e6=Effect.CreateEffect(c)
	e6:SetDescription(aux.Stringid(id,3))
	e6:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e6:SetCode(EVENT_DESTROYED)
	e6:SetProperty(EFFECT_FLAG_DELAY)
	e6:SetCondition(s.pencon)
	e6:SetTarget(s.pentg)
	e6:SetOperation(s.penop)
	c:RegisterEffect(e6)
end
s.listed_series={SET_DDD}
function s.atkcon1(e,tp,eg,ep,ev,re,r,rp)
	local a=Duel.GetAttacker()
	local d=a:GetBattleTarget()
	if not a or not d then return false end
	if a:IsControler(1-tp) then a,d=d,a end
	return a:IsFaceup() and a:IsRelateToBattle() and a:IsSetCard(SET_DDD) and a:IsType(TYPE_FUSION)
		and d and d:IsFaceup() and d:IsRelateToBattle() and d:GetAttack()>0 and a:GetControler()~=d:GetControler()
end
function s.atkop1(e,tp,ep,ev,re,r,rp)
	local a=Duel.GetAttacker()
	local d=a:GetBattleTarget()
	if a:IsControler(1-tp) then a,d=d,a end
	if e:GetHandler():IsRelateToEffect(e)
		and d:IsFaceup() and d:IsRelateToBattle() then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(-1000)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		d:RegisterEffect(e1)
	end
end
function s.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and chkc:IsPosition(POS_FACEUP_ATTACK) end
	if chk==0 then return Duel.IsExistingTarget(Card.IsPosition,tp,0,LOCATION_MZONE,1,nil,POS_FACEUP_ATTACK) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
	local g=Duel.SelectTarget(tp,Card.IsPosition,tp,0,LOCATION_MZONE,1,1,nil,POS_FACEUP_ATTACK)
	local atk=math.floor(g:GetFirst():GetBaseAttack()/2)
	if atk<0 then atk=0 end
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,0,0)
	Duel.SetOperationInfo(0,CATEGORY_DAMAGE,nil,0,1-tp,atk)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		local atk=math.floor(tc:GetBaseAttack()/2)
		if atk<0 then atk=0 end
		if Duel.Destroy(tc,REASON_EFFECT)~=0 then
			Duel.Damage(1-tp,atk,REASON_EFFECT)
		end
	end
end
function s.atkcon2(e,tp,eg,ep,ev,re,r,rp)
	local a=Duel.GetAttacker()
	local d=a:GetBattleTarget()
	if a:IsControler(tp) then a,d=d,a end
	return a and a:IsControler(1-tp) and a:GetAttack()~=a:GetBaseAttack()
end
function s.atkop2(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetAttacker()
	if tc:IsControler(tp) then tc=tc:GetBattleTarget() end
	if tc and tc:IsFaceup() and tc:GetAttack()~=tc:GetBaseAttack() then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_ATTACK_FINAL)
		e1:SetValue(tc:GetBaseAttack())
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE_CAL)
		tc:RegisterEffect(e1)
	end
end
function s.pencon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return 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.CheckPendulumZones(tp) end
end
function s.penop(e,tp,eg,ep,ev,re,r,rp)
	if not Duel.CheckPendulumZones(tp) then return false end
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end