Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Target 1 "Chronomaly" monster in your Graveyard; banish it, then look at the top 2 cards of your Deck, add 1 of them to your hand, and send the other to the Graveyard. You can only activate 1 "Chronomaly Technology" per turn. You cannot Special Summon monsters the turn you activate this card, except "Chronomaly" monsters.
--先史遺産技術
--Chronomaly Technology
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH+CATEGORY_REMOVE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetCountLimit(1,id,EFFECT_COUNT_CODE_OATH)
	e1:SetCost(s.cost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	Duel.AddCustomActivityCounter(id,ACTIVITY_SPSUMMON,s.counterfilter)
end
s.listed_series={SET_CHRONOMALY}
function s.counterfilter(c)
	return c:IsSetCard(SET_CHRONOMALY)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetCustomActivityCount(id,tp,ACTIVITY_SPSUMMON)==0 end
	--oath effects
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_OATH)
	e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
	e1:SetReset(RESET_PHASE|PHASE_END)
	e1:SetTargetRange(1,0)
	e1:SetTarget(s.splimit)
	Duel.RegisterEffect(e1,tp)
	local e2=Effect.CreateEffect(e:GetHandler())
	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CLIENT_HINT)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetReset(RESET_PHASE|PHASE_END)
	e2:SetTargetRange(1,0)
	Duel.RegisterEffect(e2,tp)
end
function s.splimit(e,c,sump,sumtype,sumpos,targetp,se)
	return not c:IsSetCard(SET_CHRONOMALY)
end
function s.filter(c)
	return c:IsMonster() and c:IsSetCard(SET_CHRONOMALY) and c:IsAbleToRemove() and aux.SpElimFilter(c,true)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE|LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc) end
	if chk==0 then
		if not Duel.IsPlayerCanDiscardDeck(tp,2)
			or not Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,1,nil) then return false end
		local g=Duel.GetDecktopGroup(tp,2)
		return g:FilterCount(Card.IsAbleToHand,nil)>0
	end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
	local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,1,0,0)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,0,LOCATION_DECK)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) and Duel.Remove(tc,POS_FACEUP,REASON_EFFECT)~=0 and Duel.IsPlayerCanDiscardDeck(tp,2) then
		Duel.BreakEffect()
		local g=Duel.GetDecktopGroup(tp,2)
		Duel.ConfirmCards(tp,g)
		if #g>0 then
			Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
			local sg=g:FilterSelect(tp,Card.IsAbleToHand,1,1,nil)
			g:Sub(sg)
			if #sg>0 then
				Duel.DisableShuffleCheck()
				Duel.SendtoHand(sg,nil,REASON_EFFECT)
			end
			if #g>0 then
				Duel.DisableShuffleCheck()
				Duel.SendtoGrave(g,REASON_EFFECT)
			end
		end
	end
end