Yosenju
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 1". If you control another "Yosenju" monster: You can target 1 face-up card your opponent controls; return it to the hand. This effect can only be used once while this card is face-up on the field. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
local SETCARD_ID_0 = 0xb3 --Yosenju

local SETCARD_ID_0 = 0xb3 --Yosenju
local s, id, o = GetID()
function s.initial_effect(c)
	--summon
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_SUMMON)
	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
	e1:SetProperty(EFFECT_FLAG_DELAY)
	e1:SetCode(EVENT_SUMMON_SUCCESS)
	e1:SetTarget(s.sumtg)
	e1:SetOperation(s.sumop)
	c:RegisterEffect(e1)
	--to hand
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 1))
	e2:SetCategory(CATEGORY_TOHAND)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_NO_TURN_RESET)
	e2:SetCountLimit(1)
	e2:SetCondition(s.thcon)
	e2:SetTarget(s.thtg)
	e2:SetOperation(s.thop)
	c:RegisterEffect(e2)
	--return
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_SUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e3:SetOperation(s.regop)
	c:RegisterEffect(e3)
end
function s.filter(c)
	return c:IsSetCard(SETCARD_ID_0) and not c:IsCode(id) and c:IsSummonable(true, nil)
end
function s.sumtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_HAND, 0, 1, nil)
	end
	Duel.SetOperationInfo(0, CATEGORY_SUMMON, nil, 1, 0, 0)
end
function s.sumop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SUMMON)
	local g = Duel.SelectMatchingCard(tp, s.filter, tp, LOCATION_HAND, 0, 1, 1, nil)
	if g:GetCount() > 0 then
		Duel.Summon(tp, g:GetFirst(), true, nil)
	end
end
function s.cfilter(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.thcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, e:GetHandler())
end
function s.thfilter(c)
	return c:IsFaceup() and c:IsAbleToHand()
end
function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsOnField() and chkc:IsControler(1 - tp) and s.thfilter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.thfilter, tp, 0, LOCATION_ONFIELD, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
	local g = Duel.SelectTarget(tp, s.thfilter, tp, 0, LOCATION_ONFIELD, 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
function s.regop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 2))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetCode(EVENT_PHASE + PHASE_END)
	e1:SetTarget(s.rettg)
	e1:SetOperation(s.retop)
	e1:SetReset(RESET_EVENT + 0x1ec0000 + RESET_PHASE + PHASE_END)
	c:RegisterEffect(e1)
end
function s.rettg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, e:GetHandler(), 1, 0, 0)
end
function s.retop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SendtoHand(c, nil, REASON_EFFECT)
	end
end


Yosenju
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 1". If you control another "Yosenju" monster: You can target 1 face-up card your opponent controls; return it to the hand. This effect can only be used once while this card is face-up on the field. Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand.
-- Yosenju
local SETCARD_ID_0 = 0xb3 --Yosenju
local s, id, o = GetID()
function s.initial_effect(c)
	--summon
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_SUMMON)
	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
	e1:SetProperty(EFFECT_FLAG_DELAY)
	e1:SetCode(EVENT_SUMMON_SUCCESS)
	e1:SetTarget(s.sumtg)
	e1:SetOperation(s.sumop)
	c:RegisterEffect(e1)
	--to hand
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 1))
	e2:SetCategory(CATEGORY_TOHAND)
	e2:SetType(EFFECT_TYPE_IGNITION)
	e2:SetRange(LOCATION_MZONE)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_NO_TURN_RESET)
	e2:SetCountLimit(1)
	e2:SetCondition(s.thcon)
	e2:SetTarget(s.thtg)
	e2:SetOperation(s.thop)
	c:RegisterEffect(e2)
	--return
	local e3 = Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_SUMMON_SUCCESS)
	e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e3:SetOperation(s.regop)
	c:RegisterEffect(e3)
end
function s.filter(c)
	return c:IsSetCard(SETCARD_ID_0) and not c:IsCode(id) and c:IsSummonable(true, nil)
end
function s.sumtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_HAND, 0, 1, nil)
	end
	Duel.SetOperationInfo(0, CATEGORY_SUMMON, nil, 1, 0, 0)
end
function s.sumop(e, tp, eg, ep, ev, re, r, rp)
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SUMMON)
	local g = Duel.SelectMatchingCard(tp, s.filter, tp, LOCATION_HAND, 0, 1, 1, nil)
	if g:GetCount() > 0 then
		Duel.Summon(tp, g:GetFirst(), true, nil)
	end
end
function s.cfilter(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.thcon(e, tp, eg, ep, ev, re, r, rp)
	return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, e:GetHandler())
end
function s.thfilter(c)
	return c:IsFaceup() and c:IsAbleToHand()
end
function s.thtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsOnField() and chkc:IsControler(1 - tp) and s.thfilter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.thfilter, tp, 0, LOCATION_ONFIELD, 1, nil)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_RTOHAND)
	local g = Duel.SelectTarget(tp, s.thfilter, tp, 0, LOCATION_ONFIELD, 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
function s.regop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 2))
	e1:SetCategory(CATEGORY_TOHAND)
	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetCode(EVENT_PHASE + PHASE_END)
	e1:SetTarget(s.rettg)
	e1:SetOperation(s.retop)
	e1:SetReset(RESET_EVENT + 0x1ec0000 + RESET_PHASE + PHASE_END)
	c:RegisterEffect(e1)
end
function s.rettg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	Duel.SetOperationInfo(0, CATEGORY_TOHAND, e:GetHandler(), 1, 0, 0)
end
function s.retop(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if c:IsRelateToEffect(e) then
		Duel.SendtoHand(c, nil, REASON_EFFECT)
	end
end

