Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once per turn: You can discard 1 "D/D/D" monster, then target 1 Level 6 or lower "D/D" monster you control; it gains 2000 ATK and DEF until the end of this turn (even if this card leaves the field). ---------------------------------------- [ Monster Effect ] If this card in the Pendulum Zone is destroyed: You can target 1 "D/D/D" monster you control; return it to the hand, and if you do, place up to 2 face-up "D/D" Pendulum Monsters from your Extra Deck in your Pendulum Zones, but they cannot activate their Pendulum Effects this turn. You can only use this effect of "D/D Savant Nikola" once per turn.
--ＤＤ魔導賢者ニコラ
--D/D Savant Nikola
local s,id=GetID()
function s.initial_effect(c)
	--Enable pendulum summon
	Pendulum.AddProcedure(c)
	--Cannot pendulum summon monsters, except "D/D" monsters
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_CANNOT_NEGATE)
	e1:SetTargetRange(1,0)
	e1:SetTarget(s.splimit)
	c:RegisterEffect(e1)
	--Targeted "D/D" monster gains 2000 ATK/DEF
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DEFCHANGE)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_PZONE)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetCountLimit(1)
	e2:SetCost(s.atkcost)
	e2:SetTarget(s.atktg)
	e2:SetOperation(s.atkop)
	c:RegisterEffect(e2)
	--Return 1 "D/D/D" monster to hand, place 2 "D/D" pendulum monsters into pendulum zones
	local e3=Effect.CreateEffect(c)
	e3:SetCategory(CATEGORY_TOHAND)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_DESTROYED)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DELAY)
	e3:SetCountLimit(1,id)
	e3:SetCondition(s.thcon)
	e3:SetTarget(s.thtg)
	e3:SetOperation(s.thop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_DD,SET_DDD}
function s.splimit(e,c,sump,sumtype,sumpos,targetp)
	return not c:IsSetCard(SET_DD) and (sumtype&SUMMON_TYPE_PENDULUM)==SUMMON_TYPE_PENDULUM
end
function s.atkcfilter(c)
	return c:IsSetCard(SET_DDD) and c:IsMonster() and c:IsDiscardable()
end
function s.atkcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.atkcfilter,tp,LOCATION_HAND,0,1,nil) end
	Duel.DiscardHand(tp,s.atkcfilter,1,1,REASON_COST|REASON_DISCARD)
end
function s.atkfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_DD) and c:IsLevelBelow(6)
end
function s.atktg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.atkfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.atkfilter,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TARGET)
	Duel.SelectTarget(tp,s.atkfilter,tp,LOCATION_MZONE,0,1,1,nil)
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) then return end
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(2000)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_UPDATE_DEFENSE)
		tc:RegisterEffect(e2)
	end
end
function s.thcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousLocation(LOCATION_PZONE)
end
function s.thfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_DDD) and c:IsAbleToHand()
end
function s.pfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_DD) and c:IsType(TYPE_PENDULUM) and not c:IsForbidden()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.thfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.thfilter,tp,LOCATION_MZONE,0,1,nil) 
		and Duel.CheckPendulumZones(tp)
		and Duel.IsExistingMatchingCard(s.pfilter,tp,LOCATION_EXTRA,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local g=Duel.SelectTarget(tp,s.thfilter,tp,LOCATION_MZONE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and Duel.SendtoHand(tc,nil,REASON_EFFECT)~=0
		and tc:IsLocation(LOCATION_HAND) then
		local ct=0
		if Duel.CheckLocation(tp,LOCATION_PZONE,0) then ct=ct+1 end
		if Duel.CheckLocation(tp,LOCATION_PZONE,1) then ct=ct+1 end
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOFIELD)
		local g=Duel.SelectMatchingCard(tp,s.pfilter,tp,LOCATION_EXTRA,0,1,ct,nil)
		local pc=g:GetFirst()
		for pc in g:Iter() do
			Duel.MoveToField(pc,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
			--Cannot activate their effects this turn
			local e1=Effect.CreateEffect(e:GetHandler())
			e1:SetDescription(3302)
			e1:SetProperty(EFFECT_FLAG_CLIENT_HINT)
			e1:SetType(EFFECT_TYPE_SINGLE)
			e1:SetCode(EFFECT_CANNOT_TRIGGER)
			e1:SetReset(RESETS_STANDARD_PHASE_END)
			pc:RegisterEffect(e1)
		end
	end
end