Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
When this card is activated: Shuffle all "Madolche" monsters in your GY (if any) into the Deck. All "Madolche" monsters on the field gain 500 ATK/DEF. If a monster(s) in your GY would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead. * The above text is unofficial and describes the card's functionality in the OCG.
--マドルチェ・シャトー
--Madolche Chateau
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_TODECK)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
	--atkup
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetRange(LOCATION_FZONE)
	e2:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetTarget(aux.TargetBoolFunction(Card.IsSetCard,SET_MADOLCHE))
	e2:SetValue(500)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EFFECT_UPDATE_DEFENSE)
	c:RegisterEffect(e3)
	--destroy
	local e4=Effect.CreateEffect(c)
	e4:SetDescription(aux.Stringid(id,0))
	e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e4:SetRange(LOCATION_FZONE)
	e4:SetCode(EFFECT_SEND_REPLACE)
	e4:SetTarget(s.reptg)
	e4:SetValue(s.repval)
	c:RegisterEffect(e4)
end
s.listed_series={SET_MADOLCHE}
function s.tdfilter(c)
	return c:IsMonster() and c:IsSetCard(SET_MADOLCHE) and c:IsAbleToDeck()
end
function s.target(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	local g=Duel.GetMatchingGroup(s.tdfilter,tp,LOCATION_GRAVE,0,nil)
	Duel.SetOperationInfo(0,CATEGORY_TODECK,g,#g,0,LOCATION_GRAVE)
end
function s.activate(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local g=Duel.GetMatchingGroup(aux.NecroValleyFilter(s.tdfilter),tp,LOCATION_GRAVE,0,nil)
	if #g>0 then
		Duel.SendtoDeck(g,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
	end
end
function s.repfilter(c,tp)
	return c:IsControler(tp) and c:IsLocation(LOCATION_GRAVE) and c:GetDestination()==LOCATION_DECK and c:IsMonster()
		and c:IsAbleToHand()
end
function s.reptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return (r&REASON_EFFECT)~=0 and re and re:IsMonsterEffect()
		and re:GetHandler():IsSetCard(SET_MADOLCHE) and eg:IsExists(s.repfilter,1,nil,tp) end
	if Duel.SelectYesNo(tp,aux.Stringid(id,0)) then
		local c=e:GetHandler()
		local g=eg:Filter(s.repfilter,nil,tp)
		local ct=#g
		if ct>1 then
			Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
			g=g:Select(tp,1,ct,nil)
		end
		for tc in g:Iter() do
			local e1=Effect.CreateEffect(c)
			e1:SetType(EFFECT_TYPE_SINGLE)
			e1:SetCode(EFFECT_TO_DECK_REDIRECT)
			e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
			e1:SetValue(LOCATION_HAND)
			e1:SetReset(RESETS_STANDARD_PHASE_END)
			tc:RegisterEffect(e1)
			tc:RegisterFlagEffect(id,RESET_EVENT|(RESETS_STANDARD&~RESET_TOHAND)|RESET_PHASE|PHASE_END,0,1)
		end
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)
		e1:SetCode(EVENT_TO_HAND)
		e1:SetCountLimit(1)
		e1:SetCondition(s.thcon)
		e1:SetOperation(s.thop)
		e1:SetReset(RESET_PHASE|PHASE_END)
		Duel.RegisterEffect(e1,tp)
		return true
	else return false end
end
function s.repval(e,c)
	return false
end
function s.thfilter(c)
	return c:GetFlagEffect(id)~=0
end
function s.thcon(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(s.thfilter,1,nil)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local g=eg:Filter(s.thfilter,nil)
	Duel.ConfirmCards(1-tp,g)
	Duel.ShuffleHand(tp)
end