Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
(Quick Effect): You can reveal this card in your hand, then target 1 "Trickstar" monster you control, except "Trickstar Lycoris"; Special Summon this card, and if you do, return that monster to the hand. Each time a card(s) is added to your opponent's hand, inflict 200 damage to them for each.
--トリックスター・マンジュシカ
--Trickstar Lycoris
local s,id=GetID()
function s.initial_effect(c)
	--Special Summon itself from the hand
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e1:SetType(EFFECT_TYPE_QUICK_O)
	e1:SetRange(LOCATION_HAND)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetHintTiming(0,TIMING_END_PHASE)
	e1:SetCost(s.cost)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
	--Inflict 200 damage per card added to the hand
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_TO_HAND)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCondition(s.damcon)
	e2:SetOperation(s.damop)
	c:RegisterEffect(e2)
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_CHAIN_SOLVED)
	e3:SetProperty(EFFECT_FLAG_DELAY)
	e3:SetRange(LOCATION_MZONE)
	e3:SetOperation(s.chainsolvedop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_TRICKSTAR}
s.listed_names={id}
function s.cost(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return not c:IsPublic() and c:GetFlagEffect(id)==0 end
	c:RegisterFlagEffect(id,RESET_CHAIN,0,1)
end
function s.filter(c)
	return c:IsSetCard(SET_TRICKSTAR) and c:IsFaceup() and c:IsAbleToHand() and not c:IsCode(id)
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 s.filter(chkc) end
	local c=e:GetHandler()
	if chk==0 then return c:IsCanBeSpecialSummoned(e,0,tp,false,false)
		and Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingTarget(s.filter,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_MZONE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,tp,0)
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,c,1,tp,0)
end
function s.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)>0 then
		local tc=Duel.GetFirstTarget()
		if tc:IsRelateToEffect(e) then
			Duel.SendtoHand(tc,nil,REASON_EFFECT)
		end
	end
end
function s.damcon(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(Card.IsControler,1,nil,1-tp)
end
function s.damop(e,tp,eg,ep,ev,re,r,rp)
	local ct=eg:FilterCount(Card.IsControler,nil,1-tp)
	if Duel.IsChainSolving() then
		--If a chain link is resolving, register a flag to deal the damage after it
		for i=1,ct do
			e:GetHandler():RegisterFlagEffect(id+1,RESET_CHAIN,0,1)
		end
	else
		--If a chain is not resolving, deal the damage right away
		Duel.Hint(HINT_CARD,1-tp,id)
		Duel.Damage(1-tp,ct*200,REASON_EFFECT)
	end
end
function s.chainsolvedop(e,tp,eg,ep,ev,re,r,rp)
	local ct=e:GetHandler():GetFlagEffect(id+1)
	if ct>0 then
		Duel.Hint(HINT_CARD,1-tp,id)
		Duel.Damage(1-tp,ct*200,REASON_EFFECT)
		e:GetHandler():ResetFlagEffect(id+1)
	end
end