Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.
--センサー万別
--There Can Be Only One
--Scripted by edo9300
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(TIMING_STANDBY_PHASE,TIMING_STANDBY_PHASE|TIMINGS_CHECK_MONSTER)
	c:RegisterEffect(e1)
	--Adjust
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(id)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCondition(function(e) return e:GetHandler():IsStatus(STATUS_EFFECT_ENABLED) end)
	c:RegisterEffect(e2)
	--Cannot Normal Summon, Special Summon or Flip Summon
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_FIELD)
	e3:SetRange(LOCATION_SZONE)
	e3:SetCode(EFFECT_FORCE_SPSUMMON_POSITION)
	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e3:SetTargetRange(1,1)
	e3:SetTarget(s.sumlimit)
	e3:SetValue(POS_FACEDOWN)
	c:RegisterEffect(e3)
	local e4=e3:Clone()
	e4:SetCode(EFFECT_CANNOT_SUMMON)
	c:RegisterEffect(e4)
	local e5=e3:Clone()
	e5:SetCode(EFFECT_CANNOT_FLIP_SUMMON)
	c:RegisterEffect(e5)
	aux.GlobalCheck(s,function()
		s.lastFieldId={}
		s.lastFieldId[0]=nil
		s.lastFieldId[1]=nil
		local ge=Effect.GlobalEffect()
		ge:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
		ge:SetCode(EVENT_ADJUST)
		ge:SetOperation(s.adjustop)
		Duel.RegisterEffect(ge,0)
	end)
	--Cannot activate a monster's effect that flips itself face-up as cost if it's of a Type that player already controls
	local e6=Effect.CreateEffect(c)
	e6:SetType(EFFECT_TYPE_FIELD)
	e6:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e6:SetCode(EFFECT_CANNOT_ACTIVATE)
	e6:SetRange(LOCATION_SZONE)
	e6:SetTargetRange(1,1)
	e6:SetValue(function(e,re,tp) return re:HasSelfChangePositionCost() and Duel.IsExistingMatchingCard(aux.FaceupFilter(Card.IsRace,re:GetHandler():GetRace()),tp,LOCATION_MZONE,0,1,nil) end)
	c:RegisterEffect(e6)
end
function s.sumlimit(e,c,sump,sumtype,sumpos,targetp)
	local tp=sump
	if targetp then tp=targetp end
	return Duel.IsExistingMatchingCard(aux.FaceupFilter(Card.IsRace,c:GetRace()),tp,LOCATION_MZONE,0,1,c)
end
function s.fidfilter(c,fid)
	return c:GetFieldID()>fid
end
local faceupfil=aux.FaceupFilter(Card.IsHasEffect,id)
function s.adjustop(e,tp,eg,ep,ev,re,r,rp)
	local phase=Duel.GetCurrentPhase()
	if (phase==PHASE_DAMAGE and not Duel.IsDamageCalculated()) or phase==PHASE_DAMAGE_CAL then return end
	if not Duel.IsExistingMatchingCard(faceupfil,0,LOCATION_SZONE,LOCATION_SZONE,1,nil) then
		s.lastFieldId[0]=nil
		s.lastFieldId[1]=nil
		return
	end
	local sg=Group.CreateGroup()
	for p=0,1 do
		local g=Duel.GetMatchingGroup(Card.IsFaceup,p,LOCATION_MZONE,0,nil)
		if #g==0 then
			s.lastFieldId[p]=nil
		else
			local race=1
			local update_fid=false
			while (RACE_ALL&race)~=0 do
				local rg=g:Filter(Card.IsRace,nil,race)
				if s.lastFieldId[p] then
					local forced
					forced,rg=rg:Split(s.fidfilter,nil,s.lastFieldId[p])
					if #rg==0 then
						rg=forced
						update_fid=true
					else
						sg:Merge(forced)
					end
				end
				local rc=#rg
				if rc>1 then
					Duel.Hint(HINT_SELECTMSG,p,HINTMSG_TOGRAVE)
					sg:Merge(rg:Select(p,rc-1,rc-1,nil))
				end
				race=race<<1
			end
			if update_fid or not s.lastFieldId[p] then
				local maxg,maxid=g:Sub(sg):GetMaxGroup(Card.GetFieldID)
				s.lastFieldId[p]=maxid
			end
		end
	end
	local p=e:GetHandlerPlayer()
	local g1,g2=Group.CreateGroup(),Group.CreateGroup()
	local readjust=false
	if #sg>0 then
		g1,g2=sg:Split(Card.IsControler,nil,p)
	end
	if #g1>0 then
		Duel.SendtoGrave(g1,REASON_RULE,PLAYER_NONE,p)
		readjust=true
	end
	if #g2>0 then
		Duel.SendtoGrave(g2,REASON_RULE,PLAYER_NONE,1-p)
		readjust=true
	end
	if readjust then Duel.Readjust() end
end