Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Target 1 face-up monster you control; equip this card to that target. Once per turn, while the equipped monster is in Attack Position, it cannot be destroyed by battle. You take no battle damage from attacks involving it.
--陰謀の盾
--Intrigue Shield
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:SetCost(aux.RemainFieldCost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_MZONE) and chkc:IsFaceup() end
	if chk==0 then return e:IsHasType(EFFECT_TYPE_ACTIVATE) and Duel.IsExistingTarget(Card.IsFaceup,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
	local g=Duel.SelectTarget(tp,Card.IsFaceup,tp,LOCATION_MZONE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_EQUIP,e:GetHandler(),1,0,0)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsLocation(LOCATION_SZONE) or not c:IsRelateToEffect(e) or c:IsStatus(STATUS_LEAVE_CONFIRMED) then return end
	local tc=Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) and tc:IsFaceup() and tc:GetControler()==c:GetControler() then
		Duel.Equip(tp,c,tc)
		--indes
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_EQUIP)
		e1:SetCode(EFFECT_INDESTRUCTABLE_COUNT)
		e1:SetCountLimit(1)
		e1:SetValue(s.valcon)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD)
		c:RegisterEffect(e1)
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_EQUIP)
		e2:SetCode(EFFECT_AVOID_BATTLE_DAMAGE)
		e2:SetValue(1)
		e2:SetReset(RESET_EVENT|RESETS_STANDARD)
		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
function s.valcon(e,re,r,rp)
	return r&REASON_BATTLE~=0 and e:GetHandler():GetEquipTarget():IsPosition(POS_FACEUP_ATTACK)
end
function s.damcon(e)
	return e:GetHandler():GetEquipTarget():GetControler()==e:GetHandlerPlayer()
end