Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Once, while this card is in your Pendulum Zone, when your opponent Pendulum Summons a monster(s) (except during the Damage Step): You can activate this effect; this turn, that Pendulum Summoned monster cannot attack, also its effects are negated. ---------------------------------------- [ Monster Effect ] Cannot attack unless you control another "D/D" monster. During your opponent's Main Phase (Quick Effect): You can target 1 face-up Pendulum Summoned monster your opponent controls; negate that face-up monster's effects until the end of this turn. You can only use this effect of "D/D Evil" once per turn.
--ＤＤイービル
--D/D Evil
--Credit to Lyris
--Substitute ID
local s,id=GetID()
function s.initial_effect(c)
	--Enable pendulum summon
	Pendulum.AddProcedure(c)
	--When your opponent Pendulum Summons monsters: You can negate the effects of those monsters, also they cannot attack.
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_SPSUMMON_SUCCESS)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCategory(CATEGORY_DISABLE)
	e1:SetProperty(EFFECT_FLAG_NO_TURN_RESET)
	e1:SetCountLimit(1)
	e1:SetCondition(s.condition)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Cannot attack unless there's another D/D
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_CANNOT_ATTACK)
	e2:SetCondition(s.atkcon)
	c:RegisterEffect(e2)
	--Negate 1 opponent's pendulum summoned monster
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_DISABLE)
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetCode(EVENT_FREE_CHAIN)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCondition(s.discon)
	e3:SetCountLimit(1,id)
	e3:SetHintTiming(0,TIMINGS_CHECK_MONSTER|TIMING_END_PHASE)
	e3:SetTarget(s.distg)
	e3:SetOperation(s.disop)
	c:RegisterEffect(e3)
end
	--Part of "D/D" archetype
s.listed_series={SET_DD}
	--Check if pendulum summoned
function s.cfilter(c,tp)
	return c:IsControler(tp) and c:IsPendulumSummoned()
end
	--If it ever happened
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.cfilter,1,nil,1-tp)
end
	--Negate pendulum summoned monster(s) and cannot attack
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) then return end
	local g=eg:Filter(s.cfilter,nil,1-tp)
	for tc in aux.Next(g) do
		local e0=Effect.CreateEffect(c)
		e0:SetType(EFFECT_TYPE_SINGLE)
		e0:SetCode(EFFECT_DISABLE)
		e0:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e0)
		local e1=e0:Clone()
		e1:SetDescription(3206)
		e1:SetCode(EFFECT_CANNOT_ATTACK)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_CLIENT_HINT)
		tc:RegisterEffect(e1)
		local e2=e0:Clone()
		e2:SetCode(EFFECT_DISABLE_EFFECT)
		tc:RegisterEffect(e2)
	end
end
	--If no other "D/D" on your side
function s.atkcon(e)
	return not Duel.IsExistingMatchingCard(aux.FaceupFilter(Card.IsSetCard,SET_DD),e:GetHandlerPlayer(),LOCATION_MZONE,0,1,e:GetHandler())
end
	--During opponent's turn
function s.discon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.IsTurnPlayer(1-tp)
end
function s.disfilter(c)
	return c:IsNegatableMonster() and c:IsPendulumSummoned()
end
	--Activation legality
function s.distg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and s.disfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.disfilter,tp,0,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_NEGATE)
	local g=Duel.SelectTarget(tp,s.disfilter,tp,0,LOCATION_MZONE,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_DISABLE,g,1,0,0)
end
	--Negate 1 opponent's pendulum summoned monster
function s.disop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) and tc:IsFaceup() and not tc:IsDisabled() then
		Duel.NegateRelatedChain(tc,RESET_TURN_SET)
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_DISABLE)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetCode(EFFECT_DISABLE_EFFECT)
		e2:SetValue(RESET_TURN_SET)
		e2:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e2)
	end
end