Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
When you Normal or Special Summon a "Secret Six Samurai" monster(s) (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Legendary Secret of the Six Samurai" once per turn. Once per turn: You can banish 1 Level 4 or lower "Six Samurai" monster from your GY; until the end of this turn, this card's Attribute, Level and ATK/DEF become the same as that banished monster's.
--六武衆の真影
--Legendary Secret of the Six Samurai
--
local s,id=GetID()
function s.initial_effect(c)
	--special summon
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_SUMMON_SUCCESS)
	e1:SetRange(LOCATION_HAND)
	e1:SetCountLimit(1,id)
	e1:SetCondition(s.spcon)
	e1:SetTarget(s.sptg)
	e1:SetOperation(s.spop)
	c:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e2)
	--
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetType(EFFECT_TYPE_IGNITION)
	e3:SetCountLimit(1)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCost(s.cost)
	e3:SetOperation(s.operation)
	c:RegisterEffect(e3)
end
s.listed_series={SET_SECRET_SIX_SAMURAI,SET_SIX_SAMURAI}
function s.cfilter(c,tp)
	return c:IsFaceup() and c:IsSummonPlayer(tp) and c:IsSetCard(SET_SECRET_SIX_SAMURAI)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.cfilter,1,nil,tp)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)
	end
end
function s.filter(c)
	return c:IsLevelBelow(4) and c:IsSetCard(SET_SIX_SAMURAI) and c:IsAbleToRemoveAsCost()
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chk==0 then return Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_GRAVE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
	local g=Duel.SelectMatchingCard(tp,s.filter,tp,LOCATION_GRAVE,0,1,1,nil)
	Duel.Remove(g,POS_FACEUP,REASON_COST)
	e:SetLabelObject(g:GetFirst())
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=e:GetLabelObject()
	if c:IsRelateToEffect(e) and c:IsFaceup() then
		local lv=tc:GetLevel()
		local att=tc:GetAttribute()
		local atk=tc:GetAttack()
		local def=tc:GetDefense()
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_CHANGE_LEVEL_FINAL)
		e1:SetValue(lv)
		e1:SetReset(RESETS_STANDARD_DISABLE_PHASE_END)
		c:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_CHANGE_ATTRIBUTE)
		e2:SetValue(att)
		c:RegisterEffect(e2)
		local e3=e1:Clone()
		e3:SetCode(EFFECT_SET_ATTACK_FINAL)
		e3:SetValue(atk)
		c:RegisterEffect(e3)
		local e4=e1:Clone()
		e4:SetCode(EFFECT_SET_DEFENSE_FINAL)
		e4:SetValue(def)
		c:RegisterEffect(e4)
	end
end