Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
During your Standby Phase: You can Tribute this card; Special Summon up to 2 "Heroic Challenger" monsters from your hand and/or Graveyard, except "Heroic Challenger - Ambush Soldier". You can only use this effect of "Heroic Challenger - Ambush Soldier" once per turn. When you Summon this way: You can banish this card from your Graveyard; all "Heroic Challenger" monsters you currently control become Level 1.
--H・C アンブッシュ・ソルジャー
--Heroic Challenger - Ambush Soldier
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_PHASE|PHASE_STANDBY)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1,id)
	e1:SetCondition(s.spcon)
	e1:SetCost(Cost.SelfTribute)
	e1:SetTarget(s.sptg)
	e1:SetOperation(s.spop)
	c:RegisterEffect(e1)
	--lvchange
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_CUSTOM+id)
	e2:SetCost(s.lvcost)
	e2:SetTarget(s.lvtg)
	e2:SetOperation(s.lvop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_HEROIC_CHALLENGER}
s.listed_names={id}
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.IsTurnPlayer(tp)
end
function s.filter(c,e,tp)
	return not c:IsCode(id) and c:IsSetCard(SET_HEROIC_CHALLENGER) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
	if e:GetHandler():GetSequence()<5 then ft=ft+1 end
	if chk==0 then return ft>0 and Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_HAND|LOCATION_GRAVE,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND|LOCATION_GRAVE)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local ft=Duel.GetLocationCount(tp,LOCATION_MZONE)
	if ft<1 then return end
	if ft>2 then ft=2 end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local g=Duel.SelectMatchingCard(tp,aux.NecroValleyFilter(s.filter),tp,LOCATION_HAND|LOCATION_GRAVE,0,1,ft,nil,e,tp)
	if #g>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
		Duel.RaiseSingleEvent(e:GetHandler(),EVENT_CUSTOM+id,e,0,tp,tp,0)
	end
end
function s.lvcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():IsLocation(LOCATION_GRAVE) and aux.bfgcost(e,tp,eg,ep,ev,re,r,rp,0) end
	Duel.Remove(e:GetHandler(),POS_FACEUP,REASON_COST)
end
function s.lvfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_HEROIC_CHALLENGER) and c:GetLevel()>1
end
function s.lvtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.lvfilter,tp,LOCATION_MZONE,0,1,nil) end
end
function s.lvop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetMatchingGroup(s.lvfilter,tp,LOCATION_MZONE,0,nil)
	local tc=g:GetFirst()
	for tc in aux.Next(g) do
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_CHANGE_LEVEL)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD)
		tc:RegisterEffect(e1)
	end
end