Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
If this card is Normal or Special Summoned from the hand: You can target 1 card on the field; destroy it. Cannot be destroyed by battle with a DARK monster, or by a DARK monster's effects. Once per turn, at the start of the Damage Step, if this card attacks an opponent's monster: You can banish that opponent's monster until the End Phase, also this card can make a second attack in a row.
--聖夜に煌めく竜
--Starry Night, Starry Dragon
--Scripted by edo9300
local s,id=GetID()
function s.initial_effect(c)
	--If Normal or Special Summoned from hand, destroy 1 card on the field
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_DESTROY)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_SUMMON_SUCCESS)
	e1:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET)
	e1:SetCondition(s.descon)
	e1:SetTarget(s.destg)
	e1:SetOperation(s.desop)
	c:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e2)
	--Cannot be destroyed by battle with DARKs
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)
	e3:SetValue(function(_,c)return c and c:IsAttribute(ATTRIBUTE_DARK)end)
	c:RegisterEffect(e3)
	--Cannot be destroyed by DARKs' effects
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_SINGLE)
	e4:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
	e4:SetValue(function(_,re)return re:GetHandler():IsAttribute(ATTRIBUTE_DARK)end)
	c:RegisterEffect(e4)
	--Banish attacked monster until EP and chain attack
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,1))
	e5:SetCategory(CATEGORY_REMOVE)
	e5:SetType(EFFECT_TYPE_TRIGGER_O+EFFECT_TYPE_SINGLE)
	e5:SetCode(EVENT_BATTLE_START)
	e5:SetRange(LOCATION_MZONE)
	e5:SetCountLimit(1)
	e5:SetTarget(s.bantg)
	e5:SetOperation(s.banop)
	c:RegisterEffect(e5)
end
function s.descon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():IsPreviousLocation(LOCATION_HAND)
end
function s.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsOnField() end
	if chk==0 then return Duel.IsExistingTarget(nil,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_DESTROY)
	local g=Duel.SelectTarget(tp,nil,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_DESTROY,g,1,tp,0)
end
function s.desop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.Destroy(tc,REASON_EFFECT)
	end
end
function s.bantg(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	local tc=c:GetBattleTarget()
	if chk==0 then return c==Duel.GetAttacker() and tc and tc:IsControler(1-tp) and tc:IsAbleToRemove(tp) end
	Duel.SetOperationInfo(0,CATEGORY_REMOVE,tc,1,tp,0)
end
function s.banop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local d=Duel.GetAttacker():GetBattleTarget()
	if d and d:IsRelateToBattle() and d:IsControler(1-tp) and Duel.Remove(d,0,REASON_EFFECT|REASON_TEMPORARY)>0 then
		d:RegisterFlagEffect(id,RESETS_STANDARD_PHASE_END,0,1)
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		e1:SetCode(EVENT_PHASE+PHASE_END)
		e1:SetReset(RESET_PHASE|PHASE_END)
		e1:SetLabelObject(d)
		e1:SetCountLimit(1)
		e1:SetCondition(s.retcon)
		e1:SetOperation(s.retop)
		Duel.RegisterEffect(e1,tp)
	end
	if c:IsRelateToEffect(e) and c:CanChainAttack() then
		local e2=Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		e2:SetCode(EVENT_DAMAGE_STEP_END)
		e2:SetRange(LOCATION_MZONE)
		e2:SetOperation(function(e) Duel.ChainAttack() end)
		e2:SetReset(RESET_PHASE|PHASE_DAMAGE)
		c:RegisterEffect(e2)
	end
end
function s.retcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetLabelObject():GetFlagEffect(id)~=0
end
function s.retop(e,tp,eg,ep,ev,re,r,rp)
	Duel.ReturnToField(e:GetLabelObject())
end