Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. Each turn, the first time the monster equipped with this card by this effect would be destroyed by a card effect, it is not destroyed. When a Defense Position monster is destroyed by battle and sent to your Graveyard: You can send this card from your hand to the Graveyard; Special Summon that monster in Attack Position.
--超重武者装留マカルガエシ
--Superheavy Samurai Soulbeads
local s,id=GetID()
function s.initial_effect(c)
	--equip
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetRange(LOCATION_HAND|LOCATION_MZONE)
	e1:SetTarget(s.eqtg)
	e1:SetOperation(s.eqop)
	c:RegisterEffect(e1)
	--spsummon
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
	e2:SetRange(LOCATION_HAND)
	e2:SetCode(EVENT_TO_GRAVE)
	e2:SetCost(Cost.SelfToGrave)
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_SUPERHEAVY_SAMURAI}
function s.filter(c)
	return c:IsFaceup() and c:IsSetCard(SET_SUPERHEAVY_SAMURAI)
end
function s.eqtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc) end
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_SZONE)>0
		and Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE,0,1,e:GetHandler()) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
	Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE,0,1,1,e:GetHandler())
end
function s.eqop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) then return end
	if c:IsLocation(LOCATION_MZONE) and c:IsFacedown() then return end
	local tc=Duel.GetFirstTarget()
	if Duel.GetLocationCount(tp,LOCATION_SZONE)<=0 or tc:GetControler()~=tp or tc:IsFacedown() or not tc:IsRelateToEffect(e) then
		Duel.SendtoGrave(c,REASON_EFFECT)
		return
	end
	Duel.Equip(tp,c,tc,true)
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_EQUIP_LIMIT)
	e1:SetReset(RESET_EVENT|RESETS_STANDARD)
	e1:SetValue(s.eqlimit)
	c:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_EQUIP)
	e2:SetCode(EFFECT_INDESTRUCTABLE_COUNT)
	e2:SetCountLimit(1)
	e2:SetValue(s.valcon)
	e2:SetReset(RESET_EVENT|RESETS_STANDARD)
	c:RegisterEffect(e2)
end
function s.eqlimit(e,c)
	return c:IsSetCard(SET_SUPERHEAVY_SAMURAI)
end
function s.valcon(e,re,r,rp)
	return (r&REASON_EFFECT)~=0
end
function s.cfilter(c,e,tp)
	return c:IsControler(tp) and c:IsLocation(LOCATION_GRAVE) and c:IsReason(REASON_BATTLE)
		and c:IsPreviousLocation(LOCATION_MZONE) and c:IsPreviousPosition(POS_DEFENSE)
		and c:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEUP)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and eg:IsExists(s.cfilter,1,nil,e,tp) end
	local g=eg:Filter(s.cfilter,nil,e,tp)
	Duel.SetTargetCard(g)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetTargetCards(e)
	if #g>0 then
		Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP_ATTACK)
	end
end