Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] You can Tribute 1 "Supreme King Dragon" or "Supreme King Gate" Pendulum Monster; Special Summon this card. You can only use this effect of "Supreme King Z-ARC - Synchro Universe" once per turn. ---------------------------------------- [ Monster Effect ] 1 Tuner + 1+ non-Tuner DARK Pendulum Monsters This card's name becomes "Supreme King Z-ARC" while on the field. After damage calculation, if this card destroyed an opponent's monster by battle, OR when this card inflicts battle damage to your opponent: You can Special Summon up to 2 "Supreme King Dragon" monsters from your Deck, Extra Deck, and/or GY in Defense Position. If this card in the Monster Zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
--覇王龍ズァーク－シンクロ・ユニバース
--Supreme King Z-ARC - Synchro Universe
--Scripted by The Razgriz
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	--Pendulum Summon procedure
	Pendulum.AddProcedure(c,false)
	--Synchro Summon procedure: 1 Tuner + 1+ non-Tuner DARK Pendulum Monsters
	Synchro.AddProcedure(c,nil,1,1,Synchro.NonTunerEx(s.matfilter),1,99)
	--Special Summon this card from the Pendulum Zone
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_PZONE)
	e1:SetCountLimit(1,id)
	e1:SetCost(s.selfspcost)
	e1:SetTarget(s.selfsptg)
	e1:SetOperation(s.selfspop)
	c:RegisterEffect(e1)
	--Becomes "Supreme King Z-ARC" while on field
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e2:SetCode(EFFECT_CHANGE_CODE)
	e2:SetRange(LOCATION_MZONE)
	e2:SetValue(CARD_ZARC)
	c:RegisterEffect(e2)
	--Special Summon up to 2 "Supreme King Dragon" monsters
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e3:SetCode(EVENT_BATTLED)
	e3:SetCondition(s.spcon)
	e3:SetTarget(s.sptg)
	e3:SetOperation(s.spop)
	c:RegisterEffect(e3)
	--Place this card in Pendulum Zone
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,2))
	e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e4:SetProperty(EFFECT_FLAG_DELAY)
	e4:SetCode(EVENT_DESTROYED)
	e4:SetCondition(s.pencon)
	e4:SetTarget(s.pentg)
	e4:SetOperation(s.penop)
	c:RegisterEffect(e4)
end
s.listed_series={SET_SUPREME_KING_GATE,SET_SUPREME_KING_DRAGON}
s.listed_names={CARD_ZARC}
function s.matfilter(c,val,sc,sumtype,tp)
	return c:IsAttribute(ATTRIBUTE_DARK,sc,sumtype,tp) and c:IsType(TYPE_PENDULUM,sc,sumtype,tp)
end
function s.cfilter(c,tp)
	return c:IsSetCard({SET_SUPREME_KING_GATE,SET_SUPREME_KING_DRAGON}) and c:IsType(TYPE_PENDULUM)
		and Duel.GetMZoneCount(tp,c)>0
end
function s.selfspcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckReleaseGroupCost(tp,s.cfilter,1,false,nil,nil,tp) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RELEASE)
	local g=Duel.SelectReleaseGroupCost(tp,s.cfilter,1,1,false,nil,nil,tp)
	Duel.Release(g,REASON_COST)
end
function s.selfsptg(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsCanBeSpecialSummoned(e,0,tp,false,false) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,c,1,tp,0)
end
function s.selfspop(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.spcon(e,tp,eg,ep,ev,re,r,rp)
	local bc=e:GetHandler():GetBattleTarget()
	local ex,_,damp=Duel.CheckEvent(EVENT_BATTLE_DAMAGE,true)
	return (bc and bc:IsStatus(STATUS_BATTLE_DESTROYED) and bc:IsControler(1-tp)) or (ex and damp==1-tp)
end
function s.spfilter(c,e,tp)
	if not (c:IsSetCard(SET_SUPREME_KING_DRAGON) and c:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEUP_DEFENSE)) then return false end
	if c:IsLocation(LOCATION_EXTRA) then
		return Duel.GetLocationCountFromEx(tp,tp,nil,c)>0
	else
		return Duel.GetMZoneCount(tp)>0
	end
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_DECK|LOCATION_EXTRA|LOCATION_GRAVE,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK|LOCATION_EXTRA|LOCATION_GRAVE)
end
function s.exfilter1(c)
	return c:IsLocation(LOCATION_EXTRA) and c:IsFacedown() and c:IsType(TYPE_FUSION|TYPE_SYNCHRO|TYPE_XYZ)
end
function s.exfilter2(c)
	return c:IsLocation(LOCATION_EXTRA) and (c:IsType(TYPE_LINK) or (c:IsFaceup() and c:IsType(TYPE_PENDULUM)))
end
function s.rescon(ft1,ft2,ft3,ft4,ft)
	return function(sg,e,tp,mg)
			local exnpct=sg:FilterCount(s.exfilter1,nil,LOCATION_EXTRA)
			local expct=sg:FilterCount(s.exfilter2,nil,LOCATION_EXTRA)
			local mct=sg:FilterCount(aux.NOT(Card.IsLocation),nil,LOCATION_EXTRA)
			local exct=sg:FilterCount(Card.IsLocation,nil,LOCATION_EXTRA)
			local res=ft3>=exnpct and ft4>=expct and ft1>=mct
			return res,not res
		end
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local ft1=Duel.GetLocationCount(tp,LOCATION_MZONE)
	local ft2=Duel.GetLocationCountFromEx(tp)
	local ft3=Duel.GetLocationCountFromEx(tp,tp,nil,TYPE_FUSION+TYPE_SYNCHRO+TYPE_XYZ)
	local ft4=Duel.GetLocationCountFromEx(tp,tp,nil,TYPE_PENDULUM+TYPE_LINK)
	local ft=math.min(Duel.GetUsableMZoneCount(tp),2)
	if Duel.IsPlayerAffectedByEffect(tp,CARD_BLUEEYES_SPIRIT) then
		if ft1>0 then ft1=1 end
		if ft2>0 then ft2=1 end
		if ft3>0 then ft3=1 end
		if ft4>0 then ft4=1 end
		ft=1
	end
	local ect=aux.CheckSummonGate(tp)
	if ect then
		ft1=math.min(ect,ft1)
		ft2=math.min(ect,ft2)
		ft3=math.min(ect,ft3)
		ft4=math.min(ect,ft4)
	end
	local loc=0
	if ft1>0 then loc=loc|LOCATION_DECK|LOCATION_GRAVE end
	if ft2>0 or ft3>0 or ft4>0 then loc=loc|LOCATION_EXTRA end
	if loc==0 then return end
	local sg=Duel.GetMatchingGroup(aux.NecroValleyFilter(s.spfilter),tp,loc,0,nil,e,tp)
	if #sg==0 then return end
	local rg=aux.SelectUnselectGroup(sg,e,tp,1,ft,s.rescon(ft1,ft2,ft3,ft4,ft),1,tp,HINTMSG_SPSUMMON)
	Duel.SpecialSummon(rg,0,tp,tp,false,false,POS_FACEUP_DEFENSE)
end
function s.pencon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousLocation(LOCATION_MZONE) and c:IsFaceup()
end
function s.pentg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckPendulumZones(tp) end
end
function s.penop(e,tp,eg,ep,ev,re,r,rp)
	if not Duel.CheckPendulumZones(tp) then return end
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
	end
end