Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] You cannot Special Summon monsters, except "Qli" monsters. This effect cannot be negated. Once per turn, during the End Phase, if you Tribute Summoned this turn: You can draw a number of cards equal to the number of "Qli" monsters you Tributed for Tribute Summons this turn. ---------------------------------------- [ Flavor Text ] Unhandled exception at 0x1i-666 in qliphort.exe: Access violation writing location 0x00-000 Continue, ignoring this error? <Y/N>...[ ] Xlmgzxg drgs gsv Hzxivw Givv rh uliyrwwvm. Gsv hxlfitv szh yvvm fmovzhsvw.
--クリフォート・アセンブラ
--Qliphort Monolith
local s,id=GetID()
function s.initial_effect(c)
	--pendulum summon
	Pendulum.AddProcedure(c)
	--splimit
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_CANNOT_NEGATE)
	e2:SetRange(LOCATION_PZONE)
	e2:SetTargetRange(1,0)
	e2:SetTarget(s.splimit)
	c:RegisterEffect(e2)
	--draw
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,0))
	e3:SetCategory(CATEGORY_DRAW)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_PHASE+PHASE_END)
	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e3:SetRange(LOCATION_PZONE)
	e3:SetCountLimit(1)
	e3:SetCondition(s.drcon)
	e3:SetTarget(s.drtg)
	e3:SetOperation(s.drop)
	c:RegisterEffect(e3)
	aux.GlobalCheck(s,function()
		s[0]=0
		s[1]=0
		local ge1=Effect.CreateEffect(c)
		ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge1:SetCode(EVENT_SUMMON_SUCCESS)
		ge1:SetOperation(s.checkop)
		Duel.RegisterEffect(ge1,0)
		local ge2=ge1:Clone()
		ge2:SetCode(EVENT_MSET)
		Duel.RegisterEffect(ge2,0)
		local ge3=Effect.CreateEffect(c)
		ge3:SetType(EFFECT_TYPE_FIELD)
		ge3:SetCode(EFFECT_MATERIAL_CHECK)
		ge3:SetTargetRange(LOCATION_HAND,LOCATION_HAND)
		ge3:SetValue(s.valcheck)
		Duel.RegisterEffect(ge3,0)
		ge1:SetLabelObject(ge3)
		ge2:SetLabelObject(ge3)
		aux.AddValuesReset(function()
			s[0]=0
			s[1]=0
		end)
	end)
end
s.listed_series={SET_QLI}
function s.splimit(e,c)
	return not c:IsSetCard(SET_QLI)
end
function s.checkop(e,tp,eg,ep,ev,re,r,rp)
	local tc=eg:GetFirst()
	if tc:IsTributeSummoned() then
		local p=tc:GetSummonPlayer()
		s[p]=s[p]+e:GetLabelObject():GetLabel()
	end
end
function s.valcheck(e,c)
	local ct=c:GetMaterial():FilterCount(Card.IsSetCard,nil,SET_QLI)
	e:SetLabel(ct)
end
function s.clearop(e,tp,eg,ep,ev,re,r,rp)
	s[0]=0
	s[1]=0
end
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
	return s[tp]>0
end
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsPlayerCanDraw(tp,s[tp]) end
	Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,s[tp])
end
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	Duel.Draw(tp,s[tp],REASON_EFFECT)
end