Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
During your Main Phase: You can return this face-up card from the field to the hand. During the Damage Step, when a LIGHT monster you control battles (Quick Effect): You can send this card from your hand to the GY; that monster gains ATK equal to the ATK of the opponent's monster it is battling, until the end of this turn.
--オネスト
--Honest
local s,id=GetID()
function s.initial_effect(c)
	--to hand
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetRange(LOCATION_MZONE)
	e1:SetTarget(s.target1)
	e1:SetOperation(s.operation1)
	c:RegisterEffect(e1)
	--atkup
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_ATKCHANGE)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetHintTiming(TIMING_DAMAGE_STEP)
	e2:SetRange(LOCATION_HAND)
	e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e2:SetCondition(s.condition2)
	e2:SetCost(Cost.SelfToGrave)
	e2:SetOperation(s.operation2)
	c:RegisterEffect(e2)
end
function s.target1(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return e:GetHandler():IsAbleToHand() end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,e:GetHandler(),1,0,0)
end
function s.operation1(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsFaceup() and c:IsRelateToEffect(e) then
		Duel.SendtoHand(c,nil,REASON_EFFECT)
	end
end
function s.condition2(e,tp,eg,ep,ev,re,r,rp)
	local phase=Duel.GetCurrentPhase()
	if phase~=PHASE_DAMAGE or Duel.IsDamageCalculated() then return false end
	local a=Duel.GetAttacker()
	local d=Duel.GetAttackTarget()
	return d~=nil and d:IsFaceup() and ((a:IsControler(tp) and a:IsAttribute(ATTRIBUTE_LIGHT) and a:IsRelateToBattle())
		or (d:IsControler(tp) and d:IsAttribute(ATTRIBUTE_LIGHT) and d:IsRelateToBattle()))
end
function s.operation2(e,tp,eg,ep,ev,re,r,rp,chk)
	local a=Duel.GetAttacker()
	local d=Duel.GetAttackTarget()
	if not a:IsRelateToBattle() or not d:IsRelateToBattle() then return end
	local e1=Effect.CreateEffect(e:GetHandler())
	e1:SetOwnerPlayer(tp)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_UPDATE_ATTACK)
	e1:SetReset(RESETS_STANDARD_PHASE_END)
	if a:IsControler(tp) then
		e1:SetValue(d:GetAttack())
		a:RegisterEffect(e1)
	else
		e1:SetValue(a:GetAttack())
		d:RegisterEffect(e1)
	end
end