Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
Unaffected by the effects of "Hole" Normal Traps. When this card is Normal Summoned: You can add 1 "Traptrix" monster from your Deck to your hand. Once per turn (Quick Effect): You can target 1 Set Spell/Trap you control; return that target to the hand, then you can Set 1 Spell/Trap from your hand.
--ランカの蟲惑魔
--Traptrix Mantis
local s,id=GetID()
function s.initial_effect(c)
	--Unaffected by "Hole" normal trap cards
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCode(EFFECT_IMMUNE_EFFECT)
	e1:SetValue(s.efilter)
	c:RegisterEffect(e1)
	--Upon normal summon, add 1 "Traptrix" monster
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
	e2:SetType(EFFECT_TYPE_TRIGGER_O+EFFECT_TYPE_SINGLE)
	e2:SetCode(EVENT_SUMMON_SUCCESS)
	e2:SetTarget(s.thtg)
	e2:SetOperation(s.thop)
	c:RegisterEffect(e2)
	--Return 1 set S/T, then can set 1 S/T from hand
	local e3=Effect.CreateEffect(c)
	e3:SetDescription(aux.Stringid(id,1))
	e3:SetCategory(CATEGORY_TOHAND)
	e3:SetType(EFFECT_TYPE_QUICK_O)
	e3:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCode(EVENT_FREE_CHAIN)
	e3:SetCountLimit(1)
	e3:SetHintTiming(0,TIMING_END_PHASE)
	e3:SetTarget(s.rettg)
	e3:SetOperation(s.retop)
	c:RegisterEffect(e3)
end
s.listed_series={SET_TRAP_HOLE,SET_HOLE,SET_TRAPTRIX}
function s.efilter(e,te)
	local c=te:GetHandler()
	return c:IsNormalTrap() and (c:IsSetCard(SET_TRAP_HOLE) or c:IsSetCard(SET_HOLE))
end
function s.filter(c)
	return c:IsMonster() and c:IsSetCard(SET_TRAPTRIX) and c:IsAbleToHand()
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_DECK,0,1,nil) end
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND)
	local g=Duel.SelectMatchingCard(tp,s.filter,tp,LOCATION_DECK,0,1,1,nil)
	if #g>0 then
		Duel.SendtoHand(g,nil,REASON_EFFECT)
		Duel.ConfirmCards(1-tp,g)
	end
end
function s.retfilter(c)
	return c:IsFacedown() and c:IsAbleToHand()
end
function s.rettg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_SZONE) and chkc:IsControler(tp) and s.retfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.retfilter,tp,LOCATION_SZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,s.retfilter,tp,LOCATION_SZONE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function s.retop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc and tc:IsRelateToEffect(e) and tc:IsFacedown() and Duel.SendtoHand(tc,nil,REASON_EFFECT)>0 and tc:IsLocation(LOCATION_HAND) then
		local g=Duel.GetMatchingGroup(Card.IsSSetable,tp,LOCATION_HAND,0,nil)
		if #g>0 and Duel.SelectYesNo(tp,aux.Stringid(id,2)) then
			Duel.ShuffleHand(tp)
			Duel.BreakEffect()
			Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SET)
			local sg=g:Select(tp,1,1,nil)
			Duel.SSet(tp,sg:GetFirst(),tp,false)
		end
	end
end