Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Cannot be used as Synchro Material, except for the Synchro Summon of a WATER monster. If a monster is Set on your field (except during the Damage Step): You can Special Summon this card from your hand, then you can reduce its Level by 1 or 2. You can target 1 face-down Defense Position monster you control; change it to face-up Defense Position, and if you do, its effects are negated unless it is a "Penguin" monster. You can only use each effect of "Penguin Squire" once per turn.
--ペンギン勇士
--Penguin Squire
--Scripted by Neo Yuno
local s,id=GetID()
function s.initial_effect(c)
	--Synchro limit
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_CANNOT_BE_SYNCHRO_MATERIAL)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e1:SetValue(s.synlimit)
	c:RegisterEffect(e1)
	--Special Summon this card from your hand, then you can reduce its Level by 1 or 2.
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_LVCHANGE)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCode(EVENT_CHANGE_POS)
	e2:SetRange(LOCATION_HAND)
	e2:SetCountLimit(1,id)
	e2:SetCondition(s.spcon1)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EVENT_MSET)
	e3:SetCondition(s.spcon2)
	c:RegisterEffect(e3)
	local e4=e2:Clone()
	e4:SetCode(EVENT_SPSUMMON_SUCCESS)
	e4:SetCondition(s.spcon3)
	c:RegisterEffect(e4)
	--Change Position
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,1))
	e5:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e5:SetType(EFFECT_TYPE_IGNITION)
	e5:SetRange(LOCATION_MZONE)
	e5:SetCountLimit(1,{id,1})
	e5:SetTarget(s.postg)
	e5:SetOperation(s.posop)
	c:RegisterEffect(e5)
end
s.listed_series={SET_PENGUIN}
function s.synlimit(e,c)
	if not c then return false end
	return not c:IsAttribute(ATTRIBUTE_WATER)
end
function s.filter1(c,tp)
	return c:IsPreviousPosition(POS_FACEUP) and c:IsFacedown() and c:IsControler(tp)
end
function s.spcon1(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.filter1,1,nil,tp)
end
function s.filter2(c,tp)
	return c:IsFacedown() and c:IsControler(tp)
end
function s.spcon2(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.filter2,1,nil,tp)
end
function s.filter3(c,tp)
	return c:IsFacedown() and c:IsControler(tp) and c:IsLocation(LOCATION_MZONE)
end
function s.spcon3(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.filter3,1,nil,tp)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEUP) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) then return end
	if Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)>0 and Duel.SelectYesNo(tp,aux.Stringid(id,2)) then
		--Reduce level
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_LVRANK)
		local lv=Duel.AnnounceLevel(tp,1,2)
		local e1=Effect.CreateEffect(c)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LEVEL)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD)
		e1:SetValue(-lv)
		c:RegisterEffect(e1)
	end
end
function s.posfilter(c)
	return c:IsFacedown() and c:IsDefensePos() and c:IsCanChangePosition()
end
function s.postg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE) and s.posfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.posfilter,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEDOWNDEFENSE)
	Duel.SelectTarget(tp,s.posfilter,tp,LOCATION_MZONE,0,1,1,nil)
end
function s.posop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and Duel.ChangePosition(tc,POS_FACEUP_DEFENSE)>0 and tc:IsFaceup() and not tc:IsSetCard(SET_PENGUIN) then
		--Negate its effects
		tc:NegateEffects(c,RESET_EVENT|RESETS_STANDARD)
	end
end