Mekk-Knight
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.
local SETCARD_ID_0 = 0x10c --Mekk-Knight

local SETCARD_ID_0 = 0x10c --Mekk-Knight
local s, id, o = GetID()
function s.initial_effect(c)
	--special summon
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_SPSUMMON_PROC)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e1:SetRange(LOCATION_HAND)
	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.hspcon)
	e1:SetValue(s.hspval)
	c:RegisterEffect(e1)
	--move
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 0))
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetTarget(s.seqtg)
	e2:SetOperation(s.seqop)
	c:RegisterEffect(e2)
end
function s.cfilter(c)
	return c:GetColumnGroupCount() > 0
end
function s.hspcon(e, c)
	if c == nil then
		return true
	end
	local tp = c:GetControler()
	local zone = 0
	local lg = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, nil)
	for tc in aux.Next(lg) do
		zone = bit.bor(zone, tc:GetColumnZone(LOCATION_MZONE, tp))
	end
	return Duel.GetLocationCount(tp, LOCATION_MZONE, tp, LOCATION_REASON_TOFIELD, zone) > 0
end
function s.hspval(e, c)
	local tp = c:GetControler()
	local zone = 0
	local lg = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, nil)
	for tc in aux.Next(lg) do
		zone = bit.bor(zone, tc:GetColumnZone(LOCATION_MZONE, tp))
	end
	return 0, zone
end
function s.seqfilter(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.seqtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.seqfilter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.seqfilter, tp, LOCATION_MZONE, 0, 1, nil) and Duel.GetLocationCount(tp, LOCATION_MZONE, PLAYER_NONE, 0) > 0
	end
	Duel.Hint(HINT_SELECTMSG, tp, aux.Stringid(id, 1))
	Duel.SelectTarget(tp, s.seqfilter, tp, LOCATION_MZONE, 0, 1, 1, nil)
end
function s.seqop(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if not tc:IsRelateToEffect(e) or tc:IsControler(1 - tp) or Duel.GetLocationCount(tp, LOCATION_MZONE, PLAYER_NONE, 0) <= 0 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOZONE)
	local s = Duel.SelectDisableField(tp, 1, LOCATION_MZONE, 0, 0)
	local nseq = math.log(s, 2)
	Duel.MoveSequence(tc, nseq)
end


Mekk-Knight
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.
-- Mekk-Knight
local SETCARD_ID_0 = 0x10c --Mekk-Knight
local s, id, o = GetID()
function s.initial_effect(c)
	--special summon
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_SPSUMMON_PROC)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e1:SetRange(LOCATION_HAND)
	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.hspcon)
	e1:SetValue(s.hspval)
	c:RegisterEffect(e1)
	--move
	local e2 = Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(id, 0))
	e2:SetType(EFFECT_TYPE_QUICK_O)
	e2:SetCode(EVENT_FREE_CHAIN)
	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetTarget(s.seqtg)
	e2:SetOperation(s.seqop)
	c:RegisterEffect(e2)
end
function s.cfilter(c)
	return c:GetColumnGroupCount() > 0
end
function s.hspcon(e, c)
	if c == nil then
		return true
	end
	local tp = c:GetControler()
	local zone = 0
	local lg = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, nil)
	for tc in aux.Next(lg) do
		zone = bit.bor(zone, tc:GetColumnZone(LOCATION_MZONE, tp))
	end
	return Duel.GetLocationCount(tp, LOCATION_MZONE, tp, LOCATION_REASON_TOFIELD, zone) > 0
end
function s.hspval(e, c)
	local tp = c:GetControler()
	local zone = 0
	local lg = Duel.GetMatchingGroup(s.cfilter, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, nil)
	for tc in aux.Next(lg) do
		zone = bit.bor(zone, tc:GetColumnZone(LOCATION_MZONE, tp))
	end
	return 0, zone
end
function s.seqfilter(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.seqtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.seqfilter(chkc)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.seqfilter, tp, LOCATION_MZONE, 0, 1, nil) and Duel.GetLocationCount(tp, LOCATION_MZONE, PLAYER_NONE, 0) > 0
	end
	Duel.Hint(HINT_SELECTMSG, tp, aux.Stringid(id, 1))
	Duel.SelectTarget(tp, s.seqfilter, tp, LOCATION_MZONE, 0, 1, 1, nil)
end
function s.seqop(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if not tc:IsRelateToEffect(e) or tc:IsControler(1 - tp) or Duel.GetLocationCount(tp, LOCATION_MZONE, PLAYER_NONE, 0) <= 0 then
		return
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TOZONE)
	local s = Duel.SelectDisableField(tp, 1, LOCATION_MZONE, 0, 0)
	local nseq = math.log(s, 2)
	Duel.MoveSequence(tc, nseq)
end

