Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; that monster you control cannot be destroyed by that battle. ---------------------------------------- [ Monster Effect ] Once per turn, when an attack is declared involving a monster you control and an opponent's monster: You can activate this effect; that monster you control cannot be destroyed by that battle.
--EMゴムゴムートン
--Performapal Gumgumouton
local s,id=GetID()
function s.initial_effect(c)
	Pendulum.AddProcedure(c)
	--indes
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_ATTACK_ANNOUNCE)
	e1:SetCountLimit(1)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation1)
	c:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetRange(LOCATION_MZONE)
	e2:SetOperation(s.operation2)
	c:RegisterEffect(e2)
end
function s.condition(e,tp,eg,ep,ev,re,r,rp)
	local a=Duel.GetAttacker()
	local d=Duel.GetAttackTarget()
	if not d or a:GetControler()==d:GetControler() then return false end
	if a:IsControler(tp) then e:SetLabelObject(a) else e:SetLabelObject(d) end
	return true
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetTargetCard(e:GetLabelObject())
end
function s.operation1(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE)
		tc:RegisterEffect(e1)
	end
end
function s.operation2(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_DAMAGE)
		tc:RegisterEffect(e1)
	end
end