Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
For the rest of this Duel, apply the following effects. ● You cannot activate monster effects in the hand. ● Draw 2 cards instead of 1 for your normal draw during your Draw Phase. ● You can conduct 2 Normal Summons/Sets per turn, not just 1. You can banish this card from your GY, then discard 1 "Time-Tearing Morganite"; your opponent cannot activate monster effects when you Normal Summon this turn.
--時を裂く魔瞳
--Time-Tearing Morganite
--scripted by Naim
local s,id=GetID()
function s.initial_effect(c)
	--Apply effects for the rest of the Duel
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--Prevent activations when you Normal Summon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_GRAVE)
	e2:SetCost(s.gycost)
	e2:SetTarget(s.gytg)
	e2:SetOperation(s.gyop)
	c:RegisterEffect(e2)
end
s.listed_names={id}
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFlagEffect(tp,id)==0 end
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	Duel.RegisterFlagEffect(tp,id,0,0,1)
	local c=e:GetHandler()
	--Cannot activate monsters effects from the hand
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,2))
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CLIENT_HINT)
	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
	e1:SetTargetRange(1,0)
	e1:SetValue(s.aclimit)
	Duel.RegisterEffect(e1,tp)
	--Draw 2 cards during the Draw Phase
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e2:SetCode(EFFECT_DRAW_COUNT)
	e2:SetTargetRange(1,0)
	e2:SetValue(2)
	Duel.RegisterEffect(e2,tp)
	--Can Normal Summon/Set twice per turn
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_FIELD)
	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e3:SetCode(EFFECT_SET_SUMMON_COUNT_LIMIT)
	e3:SetTargetRange(1,0)
	e3:SetValue(2)
	Duel.RegisterEffect(e3,tp)
end
function s.aclimit(e,re,tp)
	local rc=re:GetHandler()
	return rc and rc:IsLocation(LOCATION_HAND) and re:IsMonsterEffect()
end
function s.cfilter(c)
	return c:IsCode(id) and c:IsDiscardable()
end
function s.gycost(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToRemoveAsCost() and Duel.IsExistingMatchingCard(s.cfilter,tp,LOCATION_HAND,0,1,nil) end
	Duel.Remove(c,POS_FACEUP,REASON_COST)
	Duel.DiscardHand(tp,s.cfilter,1,1,REASON_COST|REASON_DISCARD)
end
function s.gytg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFlagEffect(tp,id+1)==0 end
end
function s.gyop(e,tp,eg,ep,ev,re,r,rp)
	Duel.RegisterFlagEffect(tp,id+1,RESET_PHASE|PHASE_END,0,1)
	--Prevent activations when you Normal Summon
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_SUMMON_SUCCESS)
	e1:SetCondition(s.limcon)
	e1:SetOperation(s.limop)
	e1:SetReset(RESET_PHASE|PHASE_END)
	Duel.RegisterEffect(e1,tp)
end
function s.limcon(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(Card.IsSummonPlayer,1,nil,tp)
end
function s.limop(e,tp,eg,ep,ev,re,r,rp)
	Duel.SetChainLimitTillChainEnd(s.chainlm)
end
function s.chainlm(e,rp,tp)
	return tp==rp or not e:IsMonsterEffect()
end