Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.
--Ｄ－ＨＥＲＯ デストロイフェニックスガイ
--Destiny HERO - Destroyer Phoenix Enforcer
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	Fusion.AddProcFun2(c,s.matfilter,aux.FilterBoolFunctionEx(Card.IsSetCard,SET_DESTINY_HERO),true)
	--Decrease the ATK of monster your opponent controls
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_UPDATE_ATTACK)
	e1:SetRange(LOCATION_MZONE)
	e1:SetTargetRange(0,LOCATION_MZONE)
	e1:SetValue(s.atkval)
	c:RegisterEffect(e1)
	--Destroy 2 cards on the field
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_DESTROY)
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetRange(LOCATION_MZONE)
	e2:SetHintTiming(0,TIMINGS_CHECK_MONSTER_E|TIMING_MAIN_END)
	e2:SetCountLimit(1,id)
	e2:SetTarget(s.destg)
	e2:SetOperation(s.desop)
	c:RegisterEffect(e2)
	--Special summon 1 "destiny HERO" monster during the next Standby Phase
	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:SetProperty(EFFECT_FLAG_DELAY)
	e3:SetCode(EVENT_DESTROYED)
	e3:SetCountLimit(1,{id,1})
	e3:SetCondition(s.spcon)
	e3:SetTarget(s.sptg)
	e3:SetOperation(s.spop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_HERO,SET_DESTINY_HERO}
s.material_setcode={SET_HERO,SET_DESTINY_HERO}
function s.matfilter(c,fc,sumtype,tp)
	return c:IsSetCard(SET_HERO,fc,sumtype,tp) and c:IsLevelAbove(6)
end
function s.atkval(e,c)
	return Duel.GetMatchingGroupCount(Card.IsSetCard,e:GetHandler():GetControler(),LOCATION_GRAVE,0,nil,SET_HERO)*-200
end
function s.rescon(sg,e,tp,mg)
	return sg:IsExists(Card.IsControler,1,nil,tp)
end
function s.destg(e,tp,eg,ep,ev,re,r,rp,chk)
	local rg=Duel.GetMatchingGroup(nil,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,nil)
	if chk==0 then return aux.SelectUnselectGroup(rg,e,tp,2,2,s.rescon,0) end
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,rg,2,0,0)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	local rg=Duel.GetMatchingGroup(nil,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,nil)
	local g=aux.SelectUnselectGroup(rg,e,tp,2,2,s.rescon,1,tp,HINTMSG_DESTROY)
	if #g==2 then
		Duel.HintSelection(g,true)
		Duel.Destroy(g,REASON_EFFECT)
	end
end
--summon during next SP
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return (r&REASON_EFFECT+REASON_BATTLE)~=0
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetPossibleOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_GRAVE)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_PHASE|PHASE_STANDBY)
	e1:SetCountLimit(1)
	e1:SetLabel(Duel.GetTurnCount())
	e1:SetCondition(s.spcon1)
	e1:SetOperation(s.spop1)
	if Duel.IsTurnPlayer(tp) then
		e1:SetReset(RESET_PHASE|PHASE_END|RESET_OPPO_TURN,1)
	else
		e1:SetReset(RESET_PHASE|PHASE_END|RESET_SELF_TURN,1)
	end
	Duel.RegisterEffect(e1,tp)
end
function s.spcon1(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetTurnCount()~=e:GetLabel()
end
function s.filter(c,e,tp)
	return c:IsSetCard(SET_DESTINY_HERO) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.spop1(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,aux.NecroValleyFilter(s.filter),tp,LOCATION_GRAVE,0,1,1,nil,e,tp)
	if #g>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
	end
end