Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
When your opponent targets exactly 1 LIGHT Beast-Warrior monster you control (and no other cards) for an attack, or with a card effect (except during the Damage Step), you can (Quick Effect): Banish that monster you control until your next Standby Phase, and if you do, Special Summon this card from your hand. * The above text is unofficial and describes the card's functionality in the OCG.
--ビビット騎士
--Vivid Knight
local s,id=GetID()
function s.initial_effect(c)
	--Banish temporarily and Special Summon this card
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_REMOVE+CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_QUICK_O)
	e1:SetCode(EVENT_CHAINING)
	e1:SetRange(LOCATION_HAND)
	e1:SetLabel(0)
	e1:SetCondition(s.tgcon1)
	e1:SetTarget(s.tgtg)
	e1:SetOperation(s.tgop)
	c:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetCode(EVENT_ATTACK_ANNOUNCE)
	e2:SetLabel(1)
	e2:SetCondition(s.tgcon2)
	c:RegisterEffect(e2)
end
function s.tgcon1(e,tp,eg,ep,ev,re,r,rp)
	if rp==tp or not re:IsHasProperty(EFFECT_FLAG_CARD_TARGET) then return false end
	local g=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS)
	if not g or #g~=1 then return false end
	local tc=g:GetFirst()
	e:SetLabelObject(tc)
	return tc:IsControler(tp) and tc:IsLocation(LOCATION_MZONE) and tc:IsFaceup()
		and tc:IsAttribute(ATTRIBUTE_LIGHT) and tc:IsRace(RACE_BEASTWARRIOR)
end
function s.tgcon2(e,tp,eg,ep,ev,re,r,rp)
	if Duel.IsTurnPlayer(tp) then return false end
	local tc=Duel.GetAttackTarget()
	e:SetLabelObject(tc)
	return tc and tc:IsFaceup() and tc:IsAttribute(ATTRIBUTE_LIGHT) and tc:IsRace(RACE_BEASTWARRIOR)
end
function s.tgtg(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	local tc=e:GetLabelObject()
	local label=e:GetLabel()
	if chk==0 then return tc:IsAbleToRemove() and Duel.GetMZoneCount(tp,c)>0
		and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
		and (label==0 or (label==1 and not c:IsStatus(STATUS_CHAINING))) end
	Duel.SetTargetCard(tc)
	Duel.SetOperationInfo(0,CATEGORY_REMOVE,tc,1,0,0)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,c,1,0,LOCATION_HAND)
end
function s.tgop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsControler(tp) and Duel.Remove(tc,tc:GetPosition(),REASON_EFFECT|REASON_TEMPORARY)>0 then
		--Return it during your next Standby Phase
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		e1:SetCode(EVENT_PHASE|PHASE_STANDBY)
		e1:SetRange(LOCATION_REMOVED)
		e1:SetCountLimit(1)
		if Duel.IsTurnPlayer(tp) then
			if Duel.IsPhase(PHASE_DRAW) then
				e1:SetLabel(Duel.GetTurnCount())
			else
				e1:SetLabel(Duel.GetTurnCount()+2)
			end
		else
			e1:SetLabel(Duel.GetTurnCount()+1)
		end
		e1:SetReset(RESET_EVENT|RESETS_STANDARD)
		e1:SetCondition(s.retcon)
		e1:SetOperation(s.retop)
		tc:RegisterEffect(e1)
		if not c:IsRelateToEffect(e) then return end
		Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)
	end
end
function s.retcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetTurnCount()==e:GetLabel()
end
function s.retop(e,tp,eg,ep,ev,re,r,rp)
	Duel.ReturnToField(e:GetHandler())
	e:Reset()
end