Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or GY, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.
--サブテラーの妖魔
--Subterror Fiendess
local s,id=GetID()
function s.initial_effect(c)
	--negate
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_NEGATE+CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_QUICK_O)
	e1:SetCode(EVENT_CHAINING)
	e1:SetCountLimit(1,id)
	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL+EFFECT_FLAG_CARD_TARGET)
	e1:SetRange(LOCATION_MZONE|LOCATION_HAND)
	e1:SetCondition(s.discon)
	e1:SetCost(Cost.SelfToGrave)
	e1:SetTarget(s.distg)
	e1:SetOperation(s.disop)
	c:RegisterEffect(e1)
	--spsummon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_POSITION+CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1,{id,1})
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_SUBTERROR}
function s.discon(e,tp,eg,ep,ev,re,r,rp)
	return rp~=tp and not e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) and Duel.IsChainNegatable(ev)
end
function s.filter(c)
	return c:IsFaceup() and c:IsSetCard(SET_SUBTERROR) and c:IsCanTurnSet()
end
function s.distg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	local c=e:GetHandler()
	if chkc then return chkc~=c and chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE) and s.filter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE,0,1,c) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
	local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE,0,1,1,c)
	Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
	Duel.SetOperationInfo(0,CATEGORY_POSITION,g,1,0,0)
end
function s.disop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.NegateActivation(ev) then
		if re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:GetHandler():IsRelateToEffect(re) then
			Duel.SendtoGrave(eg,REASON_EFFECT)
		end
		local tc=Duel.GetFirstTarget()
		if tc:IsFaceup() and tc:IsRelateToEffect(e) then
			Duel.BreakEffect()
			Duel.ChangePosition(tc,POS_FACEDOWN_DEFENSE)
		end
	end
end
function s.posfilter(c)
	return c:IsFaceup() and c:IsCanTurnSet()
end
function s.spfilter(c,e,tp)
	return c:IsSetCard(SET_SUBTERROR) and c:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_DEFENSE)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE) and s.posfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.posfilter,tp,LOCATION_MZONE,0,1,nil)
		and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_HAND|LOCATION_GRAVE,0,1,nil,e,tp)
		and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_POSCHANGE)
	local g=Duel.SelectTarget(tp,s.posfilter,tp,LOCATION_MZONE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_POSITION,g,1,0,0)
	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)
	if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
	local tc1=Duel.GetFirstTarget()
	if tc1:IsFaceup() and tc1:IsRelateToEffect(e) and Duel.ChangePosition(tc1,POS_FACEDOWN_DEFENSE)>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)
		local tc=g:GetFirst()
		if not tc then return end
		if Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_DEFENSE)~=0 then
			if tc:IsFacedown() then
				Duel.ConfirmCards(1-tp,tc)
			end
		end
	end
end