Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
(This card is always treated as a "White Forest" card.) Target cards on the field, up to the number of Fusion and Synchro Monsters in your field and GY that are Fiend, Illusion, or Spellcaster; return them to the hand. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Azamina Aphes" once per turn.
--アザミナ・アーフェス
--Azamina Aphes
--Scripted by Hatter
local s,id=GetID()
function s.initial_effect(c)
	--Return cards on the field to the hand up to the number of Fusion and Synchro Monsters (Fiend, Illusion, and Spellcaster) you control and in your GY
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0,TIMING_STANDBY_PHASE|TIMING_MAIN_END|TIMINGS_CHECK_MONSTER_E)
	e1:SetCountLimit(1,id)
	e1:SetTarget(s.thtg)
	e1:SetOperation(s.thop)
	c:RegisterEffect(e1)
	--Set this card
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_LEAVE_GRAVE)
	e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetCode(EVENT_TO_GRAVE)
	e2:SetCountLimit(1,{id,1})
	e2:SetCondition(function(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsReason(REASON_COST) and re:IsActivated() and re:IsMonsterEffect() end)
	e2:SetTarget(s.settg)
	e2:SetOperation(s.setop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_WHITE_FOREST}
function s.thctfilter(c)
	return c:IsType(TYPE_FUSION|TYPE_SYNCHRO) and c:IsRace(RACE_FIEND|RACE_ILLUSION|RACE_SPELLCASTER) and c:IsFaceup()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	local c=e:GetHandler()
	if chkc then return chkc:IsOnField() and chkc:IsAbleToHand() and chkc~=c end
	local ct=Duel.GetMatchingGroupCount(s.thctfilter,tp,LOCATION_MZONE|LOCATION_GRAVE,0,nil)
	if chk==0 then return ct>0 and Duel.IsExistingTarget(Card.IsAbleToHand,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,c) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,Card.IsAbleToHand,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,ct,c)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,#g,tp,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local tg=Duel.GetTargetCards(e)
	if #tg>0 then
		Duel.SendtoHand(tg,nil,REASON_EFFECT)
	end
end
function s.settg(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsSSetable() end
	Duel.SetOperationInfo(0,CATEGORY_LEAVE_GRAVE,c,1,tp,0)
end
function s.setop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsRelateToEffect(e) and c:IsSSetable() then
		Duel.SSet(tp,c)
	end
end