Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
[ Pendulum Effect ] When a "Yosenju" monster you control declares an attack: You can have that attacking monster gain 300 ATK until the end of the Battle Phase. ---------------------------------------- [ Monster Effect ] Cannot be Special Summoned, except by Pendulum Summon. This card's Pendulum Summon cannot be negated. If this card is Normal or Special Summoned: You can target up to 2 cards on the field; return them to the hand. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand.
--魔妖仙獣 大刃禍是
--Mayosenju Daibak
local s,id=GetID()
function s.initial_effect(c)
	--pendulum summon
	Pendulum.AddProcedure(c)
	--atk
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetCategory(CATEGORY_ATKCHANGE)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_ATTACK_ANNOUNCE)
	e2:SetRange(LOCATION_PZONE)
	e2:SetCondition(s.atkcon)
	e2:SetOperation(s.atkop)
	c:RegisterEffect(e2)
	--spsummon limit
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_SINGLE)
	e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e3:SetCode(EFFECT_SPSUMMON_CONDITION)
	e3:SetValue(aux.penlimit)
	c:RegisterEffect(e3)
	--cannot disable
	local e4=Effect.CreateEffect(c)
	e4:SetType(EFFECT_TYPE_SINGLE)
	e4:SetCode(EFFECT_CANNOT_DISABLE_SPSUMMON)
	e4:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	c:RegisterEffect(e4)
	--tohand
	local e5=Effect.CreateEffect(c)
	e5:SetDescription(aux.Stringid(id,1))
	e5:SetCategory(CATEGORY_TOHAND)
	e5:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e5:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP+EFFECT_FLAG_DELAY)
	e5:SetCode(EVENT_SUMMON_SUCCESS)
	e5:SetTarget(s.thtg)
	e5:SetOperation(s.thop)
	c:RegisterEffect(e5)
	local e6=e5:Clone()
	e6:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e6)
	--return
	local e7=Effect.CreateEffect(c)
	e7:SetDescription(aux.Stringid(id,2))
	e7:SetCategory(CATEGORY_TOHAND)
	e7:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e7:SetRange(LOCATION_MZONE)
	e7:SetCountLimit(1)
	e7:SetCode(EVENT_PHASE+PHASE_END)
	e7:SetCondition(s.retcon)
	e7:SetTarget(s.rettg)
	e7:SetOperation(s.retop)
	c:RegisterEffect(e7)
	aux.GlobalCheck(s,function()
		local ge1=Effect.CreateEffect(c)
		ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge1:SetCode(EVENT_SPSUMMON_SUCCESS)
		ge1:SetLabel(id)
		ge1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		ge1:SetOperation(aux.sumreg)
		Duel.RegisterEffect(ge1,0)
	end)
end
s.listed_series={SET_YOSENJU}
function s.atkcon(e,tp,eg,ep,ev,re,r,rp)
	local at=Duel.GetAttacker()
	return at:IsControler(tp) and at:IsSetCard(SET_YOSENJU)
end
function s.atkop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local at=Duel.GetAttacker()
	if at:IsFaceup() and at:IsRelateToBattle() then
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_ATTACK)
		e1:SetValue(300)
		e1:SetReset(RESET_EVENT|RESETS_STANDARD|RESET_PHASE|PHASE_BATTLE)
		at:RegisterEffect(e1)
	end
end
function s.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsOnField() and chkc:IsAbleToHand() end
	if chk==0 then return Duel.IsExistingTarget(Card.IsAbleToHand,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
	local g=Duel.SelectTarget(tp,Card.IsAbleToHand,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,2,nil)
	Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,#g,0,0)
end
function s.thop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetTargetCards(e)
	if #g>0 then
		Duel.SendtoHand(g,nil,REASON_EFFECT)
	end
end
function s.retcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetFlagEffect(id)~=0
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