Samurai
If this face-up Attack Position card is changed to face-up Defense Position: Destroy this card, and if you do, draw 1 card.
local s, id, o = GetID()
function s.initial_effect(c)
	--destroy
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_DESTROY + CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
	e1:SetCode(EVENT_CHANGE_POS)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
end
function s.condition(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	return c:IsPreviousPosition(POS_FACEUP_ATTACK) and c:IsPosition(POS_FACEUP_DEFENSE)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	Duel.SetOperationInfo(0, CATEGORY_DESTROY, e:GetHandler(), 1, 0, 0)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if c:IsRelateToEffect(e) and Duel.Destroy(c, REASON_EFFECT) ~= 0 then
		Duel.Draw(tp, 1, REASON_EFFECT)
	end
end


Samurai
If this face-up Attack Position card is changed to face-up Defense Position: Destroy this card, and if you do, draw 1 card.
-- Samurai
local s, id, o = GetID()
function s.initial_effect(c)
	--destroy
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetCategory(CATEGORY_DESTROY + CATEGORY_DRAW)
	e1:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_F)
	e1:SetCode(EVENT_CHANGE_POS)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.operation)
	c:RegisterEffect(e1)
end
function s.condition(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	return c:IsPreviousPosition(POS_FACEUP_ATTACK) and c:IsPosition(POS_FACEUP_DEFENSE)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return true
	end
	Duel.SetOperationInfo(0, CATEGORY_DESTROY, e:GetHandler(), 1, 0, 0)
	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, tp, 1)
end
function s.operation(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	if c:IsRelateToEffect(e) and Duel.Destroy(c, REASON_EFFECT) ~= 0 then
		Duel.Draw(tp, 1, REASON_EFFECT)
	end
end

