Shopina
Once per turn: You can target 1 LIGHT Fairy monster in your GY; add it to your hand. You cannot activate non-LIGHT monster effects during the turn you activate this effect.
local s, id, o = GetID()
function s.initial_effect(c)
	--to hand
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCountLimit(1)
	e1:SetCost(s.thcost)
	e1:SetCondition(s.thcon)
	e1:SetTarget(s.thtg)
	e1:SetOperation(s.thop)
	c:RegisterEffect(e1)
	Duel.AddCustomActivityCounter(id, ACTIVITY_CHAIN, s.chainfilter)
end
function s.chainfilter(re, tp, cid)
	local attr = Duel.GetChainInfo(cid, CHAININFO_TRIGGERING_ATTRIBUTE)
	return not (re:IsActiveType(TYPE_MONSTER) and attr & (ATTRIBUTE_ALL & ~ATTRIBUTE_LIGHT) ~= 0)
end
function s.thcost(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.GetCustomActivityCount(id, tp, ACTIVITY_CHAIN) == 0
	end
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET + EFFECT_FLAG_OATH)
	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
	e1:SetTargetRange(1, 0)
	e1:SetValue(s.aclimit)
	e1:SetReset(RESET_PHASE + PHASE_END)
	Duel.RegisterEffect(e1, tp)
end
function s.thcon(e, tp, eg, ep, ev, re, r, rp)
	return e:GetHandler():IsAttribute(ATTRIBUTE_LIGHT)
end
function s.aclimit(e, re, tp)
	return re:IsActiveType(TYPE_MONSTER) and re:GetHandler():IsNonAttribute(ATTRIBUTE_LIGHT)
end
function s.filter(c)
	return c:IsRace(RACE_FAIRY) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAbleToHand()
end
function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, LOCATION_GRAVE, 0, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_GRAVE, 0, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, g, 1, 0, 0)
end
function s.thop(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.SendtoHand(tc, nil, REASON_EFFECT)
	end
end


Shopina
Once per turn: You can target 1 LIGHT Fairy monster in your GY; add it to your hand. You cannot activate non-LIGHT monster effects during the turn you activate this effect.
-- Shopina
local s, id, o = GetID()
function s.initial_effect(c)
	--to hand
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e1:SetCountLimit(1)
	e1:SetCost(s.thcost)
	e1:SetCondition(s.thcon)
	e1:SetTarget(s.thtg)
	e1:SetOperation(s.thop)
	c:RegisterEffect(e1)
	Duel.AddCustomActivityCounter(id, ACTIVITY_CHAIN, s.chainfilter)
end
function s.chainfilter(re, tp, cid)
	local attr = Duel.GetChainInfo(cid, CHAININFO_TRIGGERING_ATTRIBUTE)
	return not (re:IsActiveType(TYPE_MONSTER) and attr & (ATTRIBUTE_ALL & ~ATTRIBUTE_LIGHT) ~= 0)
end
function s.thcost(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.GetCustomActivityCount(id, tp, ACTIVITY_CHAIN) == 0
	end
	local e1 = Effect.CreateEffect(e:GetHandler())
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET + EFFECT_FLAG_OATH)
	e1:SetCode(EFFECT_CANNOT_ACTIVATE)
	e1:SetTargetRange(1, 0)
	e1:SetValue(s.aclimit)
	e1:SetReset(RESET_PHASE + PHASE_END)
	Duel.RegisterEffect(e1, tp)
end
function s.thcon(e, tp, eg, ep, ev, re, r, rp)
	return e:GetHandler():IsAttribute(ATTRIBUTE_LIGHT)
end
function s.aclimit(e, re, tp)
	return re:IsActiveType(TYPE_MONSTER) and re:GetHandler():IsNonAttribute(ATTRIBUTE_LIGHT)
end
function s.filter(c)
	return c:IsRace(RACE_FAIRY) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAbleToHand()
end
function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, LOCATION_GRAVE, 0, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND)
	local g = Duel.SelectTarget(tp, s.filter, tp, LOCATION_GRAVE, 0, 1, 1, nil)
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, g, 1, 0, 0)
end
function s.thop(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if tc:IsRelateToEffect(e) then
		Duel.SendtoHand(tc, nil, REASON_EFFECT)
	end
end

