Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Target 1 face-up monster your opponent controls; equip this card to that target. It gains 500 ATK/DEF. If this card is sent to the GY because the equipped monster has left the field: Draw 1 card, or if you activated this card this turn, draw 2 cards then discard 1 card, instead. You can only use this effect of "Revenge Rally" once per turn.
--捲怒重来
--Revenge Rally
--Logical Nonsense
--Substitute ID
local s,id=GetID()
function s.initial_effect(c)
	--Equip to opponent's monster, it gains 500 ATK/DEF
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP)
	e1:SetCondition(aux.StatChangeDamageStepCondition)
	e1:SetCost(s.cost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Draw 1 card, or 2 cards and discard 1
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_DRAW+CATEGORY_HANDES)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
	e2:SetCode(EVENT_TO_GRAVE)
	e2:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_PLAYER_TARGET)
	e2:SetCountLimit(1,id)
	e2:SetCondition(s.drcon)
	e2:SetTarget(s.drtg)
	e2:SetOperation(s.drop)
	c:RegisterEffect(e2)
end
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	local c=e:GetHandler()
	local cid=Duel.GetChainInfo(0,CHAININFO_CHAIN_ID)
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_REMAIN_FIELD)
	e1:SetProperty(EFFECT_FLAG_OATH)
	e1:SetReset(RESET_CHAIN)
	c:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_CHAIN_DISABLED)
	e2:SetOperation(s.tgop)
	e2:SetLabel(cid)
	e2:SetReset(RESET_CHAIN)
	Duel.RegisterEffect(e2,tp)
end
function s.tgop(e,tp,eg,ep,ev,re,r,rp)
	local cid=Duel.GetChainInfo(ev,CHAININFO_CHAIN_ID)
	if cid~=e:GetLabel() then return end
	if e:GetOwner():IsRelateToChain(ev) then
		e:GetOwner():CancelToGrave(false)
	end
end
	--Activation legality
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and chkc:IsFaceup() end
	if chk==0 then return e:IsHasType(EFFECT_TYPE_ACTIVATE)
		and Duel.IsExistingTarget(Card.IsFaceup,tp,0,LOCATION_MZONE,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
	Duel.SelectTarget(tp,Card.IsFaceup,tp,0,LOCATION_MZONE,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_EQUIP,e:GetHandler(),1,0,0)
	e:GetHandler():RegisterFlagEffect(id,RESET_PHASE|PHASE_END,EFFECT_FLAG_OATH,1)
end
	--Equip to opponent's monster, it gains 500 ATK/DEF
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsLocation(LOCATION_SZONE) then return end
	if not c:IsRelateToEffect(e) or c:IsStatus(STATUS_LEAVE_CONFIRMED) then return end
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) and tc:IsFaceup() and tc:IsControler(1-tp) then
		Duel.Equip(tp,c,tc)
		--Increase the ATK by 500
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_EQUIP)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(500)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD)
		c:RegisterEffect(e1)
		--Increase the DEF by 500
		local e2=e1:Clone()
		e2:SetCode(EFFECT_UPDATE_DEFENSE)
		c:RegisterEffect(e2)
		--Equip limit
		local e3=Effect.CreateEffect(c)
		e3:SetType(EFFECT_TYPE_SINGLE)
		e3:SetCode(EFFECT_EQUIP_LIMIT)
		e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e3:SetValue(1)
		e3:SetReset(RESET_EVENT|RESETS_STANDARD)
		c:RegisterEffect(e3)
	else
		c:CancelToGrave(false)
	end
end
	--If was sent to GY because equipped monster left the field
function s.drcon(e,tp,eg,ep,ev,re,r,rp)
	local ec=e:GetHandler():GetPreviousEquipTarget()
	return e:GetHandler():IsReason(REASON_LOST_TARGET) and not ec:IsLocation(LOCATION_ONFIELD|LOCATION_OVERLAY)
end
	--Activation legality
function s.drtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	if e:GetHandler():HasFlagEffect(id) then
		e:SetLabel(1)
		e:GetHandler():ResetFlagEffect(id)
		Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,2)
		Duel.SetOperationInfo(0,CATEGORY_HANDES,nil,0,tp,1)
	else
		e:SetLabel(0)
		Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1)
	end
end
	--Draw 1 card, or 2 cards and discard 1 if activated this turn
function s.drop(e,tp,eg,ep,ev,re,r,rp)
	if e:GetLabel()==1 then
		if Duel.Draw(tp,2,REASON_EFFECT)~=0 then
			Duel.ShuffleHand(tp)
			Duel.BreakEffect()
			Duel.DiscardHand(tp,nil,1,1,REASON_EFFECT|REASON_DISCARD)
		end
	else
		Duel.Draw(tp,1,REASON_EFFECT)
	end
end