Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
2 Level 5 EARTH monsters You can also Xyz Summon this card by using a Rank 4 or lower "Madolche" Xyz Monster you control as the material. (Transfer its materials to this card.) Once per turn: You can target 1 "Madolche" card in your GY; shuffle it into the Deck. While this card has "Madolche Puddingcess" as material, when a "Madolche" card(s) in your GY is returned to the Main Deck (except during the Damage Step): You can detach 1 material from this card; Special Summon 1 "Madolche" monster from your Deck in Attack Position or face-down Defense Position. * The above text is unofficial and describes the card's functionality in the OCG.
--マドルチェ・プディンセス・ショコ・ア・ラ・モード
--Madolche Puddingcess Chocolat-a-la-Mode
local s,id=GetID()
function s.initial_effect(c)
	c:EnableReviveLimit()
	--xyz Summon procedure: 2 Level 5 EARTH monsters OR 1 Rank 4 or lower "Madolche" Xyz Monster you control
	Xyz.AddProcedure(c,aux.FilterBoolFunctionEx(Card.IsAttribute,ATTRIBUTE_EARTH),5,2,s.ovfilter,aux.Stringid(id,0))
	--Shuffle 1 "Madolche" card from your GY into the Deck
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id,0))
	e1:SetCategory(CATEGORY_TODECK)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(s.tdtg)
	e1:SetOperation(s.tdop)
	c:RegisterEffect(e1)
	--Special Summon 1 "Madolche" monster from your Deck in Attack Position or face-down Defense Position
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,1))
	e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_TO_DECK)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1,0,EFFECT_COUNT_CODE_CHAIN)
	e2:SetCondition(s.spcon)
	e2:SetCost(Cost.DetachFromSelf(1))
	e2:SetTarget(s.sptg)
	e2:SetOperation(s.spop)
	c:RegisterEffect(e2)
end
s.listed_series={SET_MADOLCHE}
s.listed_names={74641045} --"Madolche Puddingcess"
function s.ovfilter(c,tp,lc)
	return c:IsRankBelow(4) and c:IsSetCard(SET_MADOLCHE,lc,SUMMON_TYPE_XYZ,tp) and c:IsFaceup()
end
function s.tdfilter(c)
	return c:IsSetCard(SET_MADOLCHE) and c:IsAbleToDeck()
end
function s.tdtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsControler(tp) and chkc:IsLocation(LOCATION_GRAVE) and s.tdfilter(chkc) end
	if chk==0 then return Duel.IsExistingTarget(s.tdfilter,tp,LOCATION_GRAVE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK)
	local g=Duel.SelectTarget(tp,s.tdfilter,tp,LOCATION_GRAVE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_TODECK,g,1,tp,0)
end
function s.tdop(e,tp,eg,ep,ev,re,r,rp)
	local tc=Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.SendtoDeck(tc,nil,SEQ_DECKSHUFFLE,REASON_EFFECT)
	end
end
function s.spconfilter(c,tp)
	return c:IsSetCard(SET_MADOLCHE) and c:IsLocation(LOCATION_DECK) and c:IsPreviousControler(tp)
		and c:IsPreviousLocation(LOCATION_GRAVE)
end
function s.spcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetOverlayGroup():IsExists(Card.IsCode,1,nil,74641045) and eg:IsExists(s.spconfilter,1,nil,tp)
end
function s.spfilter(c,e,tp)
	return c:IsSetCard(SET_MADOLCHE) and c:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEUP_ATTACK|POS_FACEDOWN_DEFENSE)
end
function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
		and Duel.IsExistingMatchingCard(s.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp) end
	Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK)
end
function s.spop(e,tp,eg,ep,ev,re,r,rp)
	if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
	local sc=Duel.SelectMatchingCard(tp,s.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp):GetFirst()
	if sc and Duel.SpecialSummon(sc,0,tp,tp,false,false,POS_FACEUP_ATTACK|POS_FACEDOWN_DEFENSE)>0
		and sc:IsFacedown() then
		Duel.ConfirmCards(1-tp,sc)
	end
end