Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect. ● You can banish this card, then target 1 monster you control (Quick Effect); Tribute that target, and if you do, Special Summon 1 "The Weather" monster from your hand or GY, but not with the same name the Tributed monster had on the field. You can only control 1 "The Weather Sunny Canvas".
--晴れの天気模様
--The Weather Sunny Canvas
local s,id=GetID()
function s.initial_effect(c)
	c:SetUniqueOnField(1,0,id)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--effect gain
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCost(s.announcecost)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_GRANT)
	e3:SetRange(LOCATION_SZONE)
	e3:SetTargetRange(LOCATION_MZONE,0)
	e3:SetTarget(s.eftg)
	e3:SetLabelObject(e2)
	c:RegisterEffect(e3)
end
s.listed_series={SET_THE_WEATHER}
function s.eftg(e,c)
	local g=e:GetHandler():GetColumnGroup(1,1)
	return c:IsType(TYPE_EFFECT) and c:IsSetCard(SET_THE_WEATHER) and c:GetSequence()<5 and g:IsContains(c)
end
function s.spcfilter(c,e,tp,ft)
	return c:IsReleasableByEffect() and (ft>0 or c:GetSequence()<5)
		and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_HAND|LOCATION_GRAVE,0,1,nil,e,tp,c:GetCode())
end
function s.spfilter(c,e,tp,code)
	return c:IsSetCard(SET_THE_WEATHER) and not c:IsCode(code) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.announcecost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return aux.bfgcost(e,tp,eg,ep,ev,re,r,rp,chk) end
	Duel.Hint(HINT_OPSELECTED,1-tp,e:GetDescription())
	aux.bfgcost(e,tp,eg,ep,ev,re,r,rp,chk)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.spcfilter(chkc,e,tp,ft) end
	if chk==0 then return Duel.IsExistingTarget(s.spcfilter,tp,LOCATION_MZONE,0,1,e:GetHandler(),e,tp,ft) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RELEASE)
	Duel.SelectTarget(tp,s.spcfilter,tp,LOCATION_MZONE,0,1,1,e:GetHandler(),e,tp,ft)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND|LOCATION_GRAVE)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsControler(tp) and tc:IsRelateToEffect(e) and Duel.Release(tc,REASON_EFFECT)>0
		and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 then
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
		local g=Duel.SelectMatchingCard(tp,aux.NecroValleyFilter(s.spfilter),tp,LOCATION_HAND|LOCATION_GRAVE,0,1,1,nil,e,tp,tc:GetCode())
		if #g>0 then
			Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
		end
	end
end