Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] Once per turn: You can reveal 1 Pendulum Monster in your hand, then target 1 "Magician" card in your Pendulum Zone; that target's Pendulum Scale becomes the same as the revealed Pendulum Monster's, until the end of this turn (even if this card leaves the field). ---------------------------------------- [ Monster Effect ] While this Pendulum Summoned card is on the field, "Magician" Pendulum Monsters you control cannot be destroyed by your opponent's card effects during the turn this card was Pendulum Summoned.
--法眼の魔術師
--Dharma-Eye Magician
local s,id=GetID()
function s.initial_effect(c)
	--Pendulum attributes
	Pendulum.AddProcedure(c)
	--Change scale
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_PZONE)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetCountLimit(1)
	e2:SetTarget(s.sctg)
	e2:SetOperation(s.scop)
	c:RegisterEffect(e2)
	--Register when pendulum summoned
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e3:SetOperation(s.sumsuc)
	c:RegisterEffect(e3)
	--Prevent destruction by opponent's effect
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_FIELD)
	e4:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
	e4:SetRange(LOCATION_MZONE)
	e4:SetTargetRange(LOCATION_MZONE,0)
	e4:SetCondition(s.indcon)
	e4:SetTarget(s.indtg)
	e4:SetValue(aux.indoval)
	c:RegisterEffect(e4)
end
s.listed_series={SET_MAGICIAN}
function s.cfilter(c,tp)
	return c:IsType(TYPE_PENDULUM) and not c:IsPublic()
		and Duel.IsExistingTarget(s.scfilter,tp,LOCATION_PZONE,0,1,nil,c)
end
function s.scfilter(c,pc)
	return c:IsSetCard(SET_MAGICIAN) and c:GetLeftScale()~=pc:GetLeftScale()
end
function s.sctg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_PZONE) and s.scfilter(chkc,e:GetLabelObject()) end
	if chk==0 then return Duel.IsExistingMatchingCard(s.cfilter,tp,LOCATION_HAND,0,1,nil,tp) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_CONFIRM)
	local cg=Duel.SelectMatchingCard(tp,s.cfilter,tp,LOCATION_HAND,0,1,1,nil,tp)
	Duel.ConfirmCards(1-tp,cg)
	Duel.ShuffleHand(tp)
	e:SetLabelObject(cg:GetFirst())
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET)
	Duel.SelectTarget(tp,s.scfilter,tp,LOCATION_PZONE,0,1,1,nil,cg:GetFirst())
end
function s.scop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	local pc=e:GetLabelObject()
	if tc and tc:IsRelateToEffect(e) then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_CHANGE_LSCALE)
		e1:SetValue(pc:GetLeftScale())
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_CHANGE_RSCALE)
		e2:SetValue(pc:GetRightScale())
		tc:RegisterEffect(e2)
	end
end
function s.sumsuc(e,tp,eg,ep,ev,re,r,rp)
	e:GetHandler():RegisterFlagEffect(id,RESET_EVENT|RESETS_STANDARD_PHASE_END&~(RESET_TEMP_REMOVE|RESET_TURN_SET),0,1)
end
function s.indcon(e)
	local c=e:GetHandler()
	return c:GetFlagEffect(id)~=0 and c:IsPendulumSummoned()
end
function s.indtg(e,c)
	return c:IsSetCard(SET_MAGICIAN) and c:IsType(TYPE_PENDULUM)
end