Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Equip only to a "Blackwing" monster. It gains 500 ATK/DEF. You can only use each of the following effects of "Glowing Crossbow" once per turn. ● If the equipped monster destroys an opponent's monster by battle: You can discard 1 random card from your opponent's hand. ● If this card is sent to the GY because the equipped monster was used as a Synchro Material: You can add this card from the GY to your hand.
--グローウィング・ボウガン
--Glowing Crossbow
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Equip limit
	local e2=Effect.CreateEffect(c)
	e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_EQUIP_LIMIT)
	e2:SetValue(s.eqlimit)
	c:RegisterEffect(e2)
	--atk/def up
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_EQUIP)
	e3:SetCode(EFFECT_UPDATE_ATTACK)
	e3:SetValue(500)
	c:RegisterEffect(e3)
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_EQUIP)
	e4:SetCode(EFFECT_UPDATE_DEFENSE)
	e4:SetValue(500)
	c:RegisterEffect(e4)
	--discard
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,0))
	e5:SetCategory(CATEGORY_HANDES)
	e5:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e5:SetCode(EVENT_BATTLE_DESTROYING)
	e5:SetRange(LOCATION_SZONE)
	e5:SetCountLimit(1,id)
	e5:SetCondition(s.descon)
	e5:SetTarget(s.destg)
	e5:SetOperation(s.desop)
	c:RegisterEffect(e5)
	--tohand
	local e6=Effect.CreateEffect(c)
	e6:SetDescription(aux.Stringid(id,1))
	e6:SetCategory(CATEGORY_TOHAND)
	e6:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e6:SetProperty(EFFECT_FLAG_DELAY)
	e6:SetCode(EVENT_TO_GRAVE)
	e6:SetCountLimit(1,{id,1})
	e6:SetCondition(s.retcon)
	e6:SetTarget(s.rettg)
	e6:SetOperation(s.retop)
	c:RegisterEffect(e6)
end
s.listed_series={SET_BLACKWING}
function s.eqlimit(e,c)
	return c:IsSetCard(SET_BLACKWING)
end
function s.eqfilter(c)
	return c:IsFaceup() and c:IsSetCard(SET_BLACKWING)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and s.eqfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.eqfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
	Duel.SelectTarget(tp,s.eqfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_EQUIP,e:GetHandler(),1,0,0)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if e:GetHandler():IsRelateToEffect(e) and tc:IsRelateToEffect(e) and tc:IsFaceup() then
		Duel.Equip(tp,e:GetHandler(),tc)
	end
end
function s.descon(e,tp,eg,ep,ev,re,r,rp)
	return eg:GetFirst()==e:GetHandler():GetEquipTarget() and eg:GetFirst():IsStatus(STATUS_OPPO_BATTLE)
end
function s.destg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetFieldGroupCount(tp,0,LOCATION_HAND)>0 end
	Duel.SetOperationInfo(0,CATEGORY_HANDES,0,0,1-tp,1)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local g=Duel.GetFieldGroup(tp,0,LOCATION_HAND,nil)
	if #g==0 then return end
	local sg=g:RandomSelect(1-tp,1)
	Duel.SendtoGrave(sg,REASON_DISCARD|REASON_EFFECT)
end
function s.retcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local ec=c:GetPreviousEquipTarget()
	return c:IsReason(REASON_LOST_TARGET) and ec and ec:IsReason(REASON_SYNCHRO)
end
function s.rettg(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.retop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SendtoHand(c,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,c)
	end
end