Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
When a monster(s) would be Normal Summoned, OR a Spell/Trap Card is activated, while all face-up monsters you control are "Fortune Lady" monsters (min. 1): Negate the Summon or activation, and if you do, banish that card. That banished card is returned to the hand during the End Phase of this turn.
--運命湾曲
--Bending Destiny
local s,id=GetID()
function s.initial_effect(c)
	--Activate(summon)
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DISABLE_SUMMON+CATEGORY_REMOVE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_SUMMON)
	e1:SetCondition(s.condition1)
	e1:SetTarget(s.target1)
	e1:SetOperation(s.activate1)
	c:RegisterEffect(e1)
	--Activate(effect)
	local e2=Effect.CreateEffect(c)
	e2:SetCategory(CATEGORY_NEGATE+CATEGORY_REMOVE)
	e2:SetType(EFFECT_TYPE_ACTIVATE)
	e2:SetCode(EVENT_CHAINING)
	e2:SetCondition(s.condition2)
	e2:SetTarget(s.target2)
	e2:SetOperation(s.activate2)
	c:RegisterEffect(e2)
end
s.listed_series={SET_FORTUNE_LADY}
function s.check(tp)
	local g=Duel.GetMatchingGroup(Card.IsFaceup,tp,LOCATION_MZONE,0,nil)
	local count=#g
	return count>0 and g:FilterCount(Card.IsSetCard,nil,SET_FORTUNE_LADY)==count
end
function s.condition1(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetCurrentChain(true)==0 and s.check(tp)
end
function s.target1(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return eg:GetFirst():IsAbleToRemove() end
	Duel.SetOperationInfo(0,CATEGORY_DISABLE_SUMMON,eg,1,0,0)
	Duel.SetOperationInfo(0,CATEGORY_REMOVE,eg,1,0,0)
end
function s.activate1(e,tp,eg,ep,ev,re,r,rp)
	Duel.NegateSummon(eg:GetFirst())
	local ec=eg:GetFirst()
	Duel.Remove(ec,POS_FACEUP,REASON_EFFECT)
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_PHASE+PHASE_END)
	e1:SetRange(LOCATION_REMOVED)
	e1:SetCountLimit(1)
	e1:SetReset(RESETS_STANDARD_PHASE_END)
	e1:SetOperation(s.retop)
	ec:RegisterEffect(e1)
end
function s.condition2(e,tp,eg,ep,ev,re,r,rp)
	return re:IsHasType(EFFECT_TYPE_ACTIVATE) and Duel.IsChainNegatable(ev) and s.check(tp)
end
function s.target2(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return eg:GetFirst():IsAbleToRemove() end
	Duel.SetOperationInfo(0,CATEGORY_NEGATE,eg,1,0,0)
	if re:GetHandler():IsRelateToEffect(re) then
		Duel.SetOperationInfo(0,CATEGORY_REMOVE,eg,1,0,0)
	end
end
function s.activate2(e,tp,eg,ep,ev,re,r,rp)
	local ec=eg:GetFirst()
	if Duel.NegateActivation(ev) and re:GetHandler():IsRelateToEffect(re) then
		Duel.Remove(ec,POS_FACEUP,REASON_EFFECT)
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		e1:SetCode(EVENT_PHASE+PHASE_END)
		e1:SetRange(LOCATION_REMOVED)
		e1:SetCountLimit(1)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		e1:SetOperation(s.retop)
		ec:RegisterEffect(e1)
	end
end
function s.retop(e,tp,eg,ep,ev,re,r,rp)
	Duel.SendtoHand(e:GetHandler(),nil,REASON_EFFECT)
end