Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
3 "The Weather" monsters When your opponent would Special Summon a monster(s) (Quick Effect): You can send this Link Summoned card to the GY; negate the Summon, and if you do, destroy that monster(s). Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. "The Weather" Effect Monsters this card points to gain the following effect. ● When a card or effect is activated (Quick Effect): You can banish this card; negate the activation, and if you do, destroy that card.
--虹天気アルシエル
--The Weather Painter Rainbow
local s,id=GetID()
function s.initial_effect(c)
	--link summon
	c:EnableReviveLimit()
	Link.AddProcedure(c,aux.FilterBoolFunctionEx(Card.IsSetCard,SET_THE_WEATHER),3,3)
	--disable special summon
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,1))
	e1:SetCategory(CATEGORY_DISABLE_SUMMON+CATEGORY_DESTROY)
	e1:SetType(EFFECT_TYPE_QUICK_O)
	e1:SetCode(EVENT_SPSUMMON)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCondition(s.discon)
	e1:SetCost(Cost.SelfToGrave)
	e1:SetTarget(s.distg)
	e1:SetOperation(s.disop)
	c:RegisterEffect(e1)
	--special summon
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e2:SetCode(EVENT_REMOVE)
	e2:SetOperation(s.spreg)
	c:RegisterEffect(e2)
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,2))
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_PHASE|PHASE_STANDBY)
	e3:SetRange(LOCATION_REMOVED)
	e3:SetCondition(s.spcon)
	e3:SetTarget(s.sptg)
	e3:SetOperation(s.spop)
	e3:SetLabelObject(e2)
	c:RegisterEffect(e3)
	--effect gain
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetCategory(CATEGORY_NEGATE+CATEGORY_DESTROY)
	e4:SetType(EFFECT_TYPE_QUICK_O)
	e4:SetProperty(EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DAMAGE_CAL)
	e4:SetCode(EVENT_CHAINING)
	e4:SetRange(LOCATION_MZONE)
	e4:SetCondition(s.discon2)
	e4:SetCost(s.announcecost)
	e4:SetTarget(s.distg2)
	e4:SetOperation(s.disop2)
	local e5=Effect.CreateEffect(c)
	e5:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_GRANT)
	e5:SetRange(LOCATION_MZONE)
	e5:SetTargetRange(LOCATION_MZONE,0)
	e5:SetTarget(s.eftg)
	e5:SetLabelObject(e4)
	c:RegisterEffect(e5)
end
s.listed_series={SET_THE_WEATHER}
function s.discon(e,tp,eg,ep,ev,re,r,rp)
	return tp~=ep and Duel.GetCurrentChain()==0 and e:GetHandler():IsLinkSummoned()
end
function s.distg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_DISABLE_SUMMON,eg,#eg,0,0)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,#eg,0,0)
end
function s.disop(e,tp,eg,ep,ev,re,r,rp)
	Duel.NegateSummon(eg)
	Duel.Destroy(eg,REASON_EFFECT)
end
function s.spreg(e,tp,eg,ep,ev,re,r,rp)
	if not re then return end
	local c=e:GetHandler()
	local rc=re:GetHandler()
	if c:IsReason(REASON_COST) and rc:IsSetCard(SET_THE_WEATHER) then
		e:SetLabel(Duel.GetTurnCount()+1)
		c:RegisterFlagEffect(id,RESETS_STANDARD_PHASE_END,0,2)
	end
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetLabelObject():GetLabel()==Duel.GetTurnCount() and e:GetHandler():GetFlagEffect(id)>0
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 e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
	e:GetHandler():ResetFlagEffect(id)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)
	end
end
function s.eftg(e,c)
	local lg=e:GetHandler():GetLinkedGroup()
	return c:IsType(TYPE_EFFECT) and c:IsSetCard(SET_THE_WEATHER) and lg:IsContains(c)
end
function s.discon2(e,tp,eg,ep,ev,re,r,rp)
	return not e:GetHandler():IsStatus(STATUS_BATTLE_DESTROYED) and Duel.IsChainNegatable(ev)
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.distg2(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
	if re:GetHandler():IsDestructable() and re:GetHandler():IsRelateToEffect(re) then
		Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,1,0,0)
	end
end
function s.disop2(e,tp,eg,ep,ev,re,r,rp)
	if Duel.NegateActivation(ev) and re:GetHandler():IsRelateToEffect(re) then
		Duel.Destroy(eg,REASON_EFFECT)
	end
end