Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Equip only to a "U.A." monster. It gains 1000 ATK and DEF, also if it battles an opponent's monster, any battle damage it inflicts to your opponent is doubled. If the equipped monster destroys a monster by its attack: It can make a second attack during this Battle Phase. During your Standby Phase: Banish the equipped monster. If this card is sent to the Graveyard because the equipped monster returned to the hand: You can return this card to the hand.
--Ｕ．Ａ．パワードギプス
--U.A. Powered Jersey
local s,id=GetID()
function s.initial_effect(c)
	--Equip only to a "U.A." monster
	aux.AddEquipProcedure(c,nil,aux.FilterBoolFunction(Card.IsSetCard,SET_UA))
	--It gains 1000 ATK and DEF
	local e1a=Effect.CreateEffect(c)
	e1a:SetType(EFFECT_TYPE_EQUIP)
	e1a:SetCode(EFFECT_UPDATE_ATTACK)
	e1a:SetValue(1000)
	c:RegisterEffect(e1a)
	local e1b=e1a:Clone()
	e1b:SetCode(EFFECT_UPDATE_DEFENSE)
	c:RegisterEffect(e1b)
	--Also if it battles an opponent's monster, any battle damage it inflicts to your opponent is doubled
	local e1c=Effect.CreateEffect(c)
	e1c:SetType(EFFECT_TYPE_EQUIP)
	e1c:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
	e1c:SetCode(EFFECT_CHANGE_BATTLE_DAMAGE)
	e1c:SetCondition(function(e) local bc=e:GetHandler():GetEquipTarget():GetBattleTarget() return bc and bc:IsControler(1-e:GetHandlerPlayer()) end)
	e1c:SetValue(aux.ChangeBattleDamage(1,DOUBLE_DAMAGE))
	c:RegisterEffect(e1c)
	--Make the equipped monster able to make a second attack during this Battle Phase
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_BATTLE_DESTROYED)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCondition(s.secondatkcon)
	e2:SetOperation(s.secondatkop)
	c:RegisterEffect(e2)
	--Banish the equipped monster
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_REMOVE)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e3:SetCode(EVENT_PHASE+PHASE_STANDBY)
	e3:SetRange(LOCATION_SZONE)
	e3:SetCountLimit(1)
	e3:SetCondition(function(e,tp) return Duel.IsTurnPlayer(tp) and e:GetHandler():GetEquipTarget() end)
	e3:SetTarget(s.rmtg)
	e3:SetOperation(s.rmop)
	c:RegisterEffect(e3)
	--Return this card to the hand
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,2))
	e4:SetCategory(CATEGORY_TOHAND)
	e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e4:SetProperty(EFFECT_FLAG_DELAY)
	e4:SetCode(EVENT_TO_GRAVE)
	e4:SetCondition(s.thcon)
	e4:SetTarget(s.thtg)
	e4:SetOperation(s.thop)
	c:RegisterEffect(e4)
end
s.listed_series={SET_UA}
function s.secondatkcon(e,tp,eg,ep,ev,re,r,rp)
	local ec=e:GetHandler():GetEquipTarget()
	return ec and ec:IsRelateToBattle() and ec:CanChainAttack() and ec:GetBattleTarget()
end
function s.secondatkop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local ec=e:GetHandler():GetEquipTarget()
	if ec then
		--It can make a second attack during this Battle Phase
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetCode(EFFECT_EXTRA_ATTACK)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_BATTLE)
		ec:RegisterEffect(e1)
	end
end
function s.rmtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.SetOperationInfo(0,CATEGORY_REMOVE,e:GetHandler():GetEquipTarget(),1,tp,0)
end
function s.rmop(e,tp,eg,ep,ev,re,r,rp)
	local ec=e:GetHandler():GetEquipTarget()
	if ec then
		Duel.Remove(ec,POS_FACEUP,REASON_EFFECT)
	end
end
function s.thcon(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:IsLocation(LOCATION_HAND)
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToHand() end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,c,1,tp,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SendtoHand(c,nil,REASON_EFFECT)
	end
end