Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
2 Level 4 DARK Pendulum Monsters Once per turn, before damage calculation, if this card battles an opponent's monster: You can detach 1 material from this card; until the end of this turn, change the ATK of that face-up opponent's monster to 0, and if you do, this card gains ATK equal to the original ATK of that opponent's monster. During the Battle Phase (Quick Effect): You can return this card to the Extra Deck; Special Summon up to 2 "Supreme King Dragon" and/or "Supreme King Gate" Pendulum Monsters from your face-up Extra Deck in Defense Position.
--覇王眷竜ダーク・リベリオン
--Supreme King Dragon Dark Rebellion
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	Xyz.AddProcedure(c,s.matfilter,4,2)
	--change atk
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_BATTLE_CONFIRM)
	e1:SetCountLimit(1)
	e1:SetCondition(s.atkcon)
	e1:SetCost(Cost.DetachFromSelf(1))
	e1:SetOperation(s.atkop)
	c:RegisterEffect(e1)
	--special summon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetRange(LOCATION_MZONE)
	e2:SetHintTiming(0,TIMING_BATTLE_START)
	e2:SetCondition(s.spcon)
	e2:SetCost(s.spcost)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_SUPREME_KING_GATE,SET_SUPREME_KING_DRAGON}
function s.matfilter(c,xyz,sumtype,tp)
	return c:IsType(TYPE_PENDULUM,xyz,sumtype,tp) and c:IsAttribute(ATTRIBUTE_DARK,xyz,sumtype,tp)
end
function s.atkcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	return c:IsRelateToBattle() and bc and bc:IsFaceup() and bc:IsRelateToBattle() and bc:GetAttack()>0
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=c:GetBattleTarget()
	if tc and tc:IsFaceup() and tc:IsRelateToBattle() and not tc:IsImmuneToEffect(e) then
		local atk=tc:GetBaseAttack()
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_ATTACK_FINAL)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		e1:SetValue(0)
		tc:RegisterEffect(e1)
		if c:IsRelateToEffect(e) and c:IsFaceup() then
			local e2=Effect.CreateEffect(c)
			e2:SetType(EFFECT_TYPE_SINGLE)
			e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
			e2:SetCode(EFFECT_UPDATE_ATTACK)
			e2:SetReset(RESETS_STANDARD_PHASE_END)
			e2:SetValue(atk)
			c:RegisterEffect(e2)
		end
	end
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.IsBattlePhase()
end
function s.spcost(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToExtraAsCost() end
	Duel.SendtoDeck(c,nil,SEQ_DECKTOP,REASON_COST)
end
function s.spfilter(c,e,tp)
	return c:IsFaceup() and c:IsSetCard({SET_SUPREME_KING_GATE,SET_SUPREME_KING_DRAGON})
		and c:IsType(TYPE_PENDULUM) and c:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEUP_DEFENSE)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCountFromEx(tp,tp,e:GetHandler())>0
		and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_EXTRA,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_EXTRA)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local ft=math.min(Duel.GetLocationCountFromEx(tp),2)
	if ft<=0 then return end
	if Duel.IsPlayerAffectedByEffect(tp,CARD_BLUEEYES_SPIRIT) then ft=1 end
	ft=math.min(ft,aux.CheckSummonGate(tp) or ft)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,s.spfilter,tp,LOCATION_EXTRA,0,1,ft,nil,e,tp)
	if #g>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP_DEFENSE)
	end
end