Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Once per turn: You can target 1 face-up Special Summoned monster on the field; its ATK and DEF become equal to its current ATK or DEF (whichever is lower) until the end of this turn (even if this card leaves the field). ---------------------------------------- [ Monster Effect ] Once per turn, during either player's turn: You can target 1 face-up monster on the field; switch its current ATK and DEF, then take 500 damage. This ATK and DEF change lasts until the end of this turn.
--Emミラー・コンダクター
--Performage Mirror Conductor
local s,id=GetID()
function s.initial_effect(c)
	--pendulum summon
	Pendulum.AddProcedure(c)
	--atk/def
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_PZONE)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetCountLimit(1)
	e2:SetTarget(s.adtg)
	e2:SetOperation(s.adop)
	c:RegisterEffect(e2)
	--swap
	local e3=Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_DAMAGE)
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetCode(EVENT_FREE_CHAIN)
	e3:SetRange(LOCATION_MZONE)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP)
	e3:SetHintTiming(TIMING_DAMAGE_STEP)
	e3:SetCountLimit(1)
	e3:SetCondition(aux.StatChangeDamageStepCondition)
	e3:SetTarget(s.swtg)
	e3:SetOperation(s.swop)
	c:RegisterEffect(e3)
end
function s.filter(c)
	return c:IsFaceup() and c:GetAttack()~=c:GetDefense() and c:IsDefenseAbove(0)
		and c:IsSpecialSummoned()
end
function s.adtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and s.filter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP)
	Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil)
end
function s.adop(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:IsRelateToEffect(e) then
		local val=math.min(tc:GetAttack(),tc:GetDefense())
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_ATTACK_FINAL)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		e1:SetValue(val)
		tc:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_SET_DEFENSE_FINAL)
		tc:RegisterEffect(e2)
	end
end
function s.swfilter(c)
	return c:IsFaceup() and c:IsDefenseAbove(0)
end
function s.swtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and s.swfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.swfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP)
	Duel.SelectTarget(tp,s.swfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_DAMAGE,0,0,tp,500)
end
function s.swop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsFaceup() and tc:IsRelateToEffect(e) then
		local atk=tc:GetAttack()
		local def=tc:GetDefense()
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SWAP_ATTACK_FINAL)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetValue(def)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_SWAP_DEFENSE_FINAL)
		e2:SetValue(atk)
		tc:RegisterEffect(e2)
		Duel.BreakEffect()
		Duel.Damage(tp,500,REASON_EFFECT)
	end
end