Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] You can discard 1 card; Special Summon 1 "Symphonic Warrior" monster from your Deck, except "Symphonic Warrior Guitaar". You can only use this effect of "Symphonic Warrior Guitaar" once per turn. ---------------------------------------- [ Monster Effect ] When this card is Normal Summoned: You can target 1 "Symphonic Warrior" monster in your Graveyard; Special Summon it.
--音響戦士ギータス
--Symphonic Warrior Guitaar
local s,id=GetID()
function s.initial_effect(c)
	--pendulum summon
	Pendulum.AddProcedure(c)
	--spsummon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_PZONE)
	e2:SetCountLimit(1,id)
	e2:SetCost(s.spcost)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
	--spsummon
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_SUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP)
	e3:SetTarget(s.target)
	e3:SetOperation(s.operation)
	c:RegisterEffect(e3)
end
s.listed_series={SET_SYMPHONIC_WARRIOR}
s.listed_names={id}
function s.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(Card.IsDiscardable,tp,LOCATION_HAND,0,1,nil) end
	Duel.DiscardHand(tp,Card.IsDiscardable,1,1,REASON_COST|REASON_DISCARD)
end
function s.spfilter(c,e,tp)
	return c:IsSetCard(SET_SYMPHONIC_WARRIOR) and not c:IsCode(id) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,s.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp)
	if #g>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
	end
end
function s.filter(c,e,tp)
	return c:IsSetCard(SET_SYMPHONIC_WARRIOR) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc,e,tp) end
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingTarget(s.filter,tp,LOCATION_GRAVE,0,1,nil,e,tp) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_GRAVE,0,1,1,nil,e,tp)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP)
	end
end