Springans
If you control a "Springans" monster: Choose 1 opponent's Main Monster Zone; if a monster is face-up in that zone, during this turn, it cannot attack directly, also its effects are negated. If no monster is in that zone, it cannot be used this turn. If you control a Fusion Monster that lists "Fallen of Albaz" as material, you can choose 2 zones instead. You can only activate 1 "Springans Blast!" per turn.
local CARD_ID_0 = 68468459 --Fallen of Albaz
local SETCARD_ID_0 = 0x155 --Springans

local CARD_ID_0 = 68468459 --Fallen of Albaz
local SETCARD_ID_0 = 0x155 --Springans
local s, id, o = GetID()
function s.initial_effect(c)
	aux.AddCodeList(c, CARD_ID_0)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DISABLE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_MAIN_END)
	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.confilter(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.condition(e, tp, eg, ep, ev, re, r, rp)
	return Duel.IsExistingMatchingCard(s.confilter, tp, LOCATION_MZONE, 0, 1, nil)
end
function s.cfilter(c)
	return c:IsFaceup() and c:IsType(TYPE_FUSION) and aux.IsMaterialListCode(c, CARD_ID_0)
end
function s.fdfilter(c, i)
	return c:IsFacedown() and c:GetSequence() == i
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	local fdzone = 0
	for i = 0, 4 do
		if Duel.IsExistingMatchingCard(s.fdfilter, tp, 0, LOCATION_MZONE, 1, nil, i) then
			fdzone = fdzone | 1 << i
		end
	end
	if chk == 0 then
		return ~fdzone & 0x1f > 0
	end
	local dis = Duel.SelectField(tp, 1, 0, LOCATION_MZONE, (fdzone | 0x60) << 16)
	if Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, nil) and ~(fdzone | (dis >> 16)) & 0x1f > 0 and Duel.SelectYesNo(tp, aux.Stringid(id, 0)) then
		dis = dis | Duel.SelectField(tp, 1, 0, LOCATION_MZONE, (fdzone | (dis >> 16) | 0x60) << 16)
	end
	e:SetLabel(dis)
	Duel.Hint(HINT_ZONE, tp, dis)
end
function s.disfilter2(c, dis)
	return c:IsFaceup() and (2 ^ c:GetSequence()) * 0x10000 & dis ~= 0
end
function s.disfilter3(c, dis)
	return c:IsFacedown() and (2 ^ c:GetSequence()) * 0x10000 & dis ~= 0
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local dis = e:GetLabel()
	local g = Duel.GetMatchingGroup(s.disfilter2, tp, 0, LOCATION_MZONE, nil, dis)
	local tc = g:GetFirst()
	while tc do
		local e0 = Effect.CreateEffect(c)
		e0:SetType(EFFECT_TYPE_SINGLE)
		e0:SetCode(EFFECT_CANNOT_DIRECT_ATTACK)
		e0:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e0)
		Duel.NegateRelatedChain(tc, RESET_TURN_SET)
		local e1 = Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetCode(EFFECT_DISABLE)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e1)
		local e2 = Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e2:SetCode(EFFECT_DISABLE_EFFECT)
		e2:SetValue(RESET_TURN_SET)
		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e2)
		dis = dis - (2 ^ tc:GetSequence()) * 0x10000
		tc = g:GetNext()
	end
	local sg = Duel.GetMatchingGroup(s.disfilter3, tp, 0, LOCATION_MZONE, nil, dis)
	local sc = sg:GetFirst()
	while sc do
		dis = dis - (2 ^ sc:GetSequence()) * 0x10000
		sc = sg:GetNext()
	end
	if dis ~= 0 then
		if tp == 1 then
			dis = ((dis & 0xffff) << 16) | ((dis >> 16) & 0xffff)
		end
		local e3 = Effect.CreateEffect(c)
		e3:SetType(EFFECT_TYPE_FIELD)
		e3:SetCode(EFFECT_DISABLE_FIELD)
		e3:SetValue(dis)
		e3:SetReset(RESET_PHASE + PHASE_END)
		Duel.RegisterEffect(e3, tp)
	end
end


Springans
If you control a "Springans" monster: Choose 1 opponent's Main Monster Zone; if a monster is face-up in that zone, during this turn, it cannot attack directly, also its effects are negated. If no monster is in that zone, it cannot be used this turn. If you control a Fusion Monster that lists "Fallen of Albaz" as material, you can choose 2 zones instead. You can only activate 1 "Springans Blast!" per turn.
-- Springans
local CARD_ID_0 = 68468459 --Fallen of Albaz
local SETCARD_ID_0 = 0x155 --Springans
local s, id, o = GetID()
function s.initial_effect(c)
	aux.AddCodeList(c, CARD_ID_0)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_DISABLE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_MAIN_END)
	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
	e1:SetCondition(s.condition)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.confilter(c)
	return c:IsFaceup() and c:IsSetCard(SETCARD_ID_0)
end
function s.condition(e, tp, eg, ep, ev, re, r, rp)
	return Duel.IsExistingMatchingCard(s.confilter, tp, LOCATION_MZONE, 0, 1, nil)
end
function s.cfilter(c)
	return c:IsFaceup() and c:IsType(TYPE_FUSION) and aux.IsMaterialListCode(c, CARD_ID_0)
end
function s.fdfilter(c, i)
	return c:IsFacedown() and c:GetSequence() == i
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	local fdzone = 0
	for i = 0, 4 do
		if Duel.IsExistingMatchingCard(s.fdfilter, tp, 0, LOCATION_MZONE, 1, nil, i) then
			fdzone = fdzone | 1 << i
		end
	end
	if chk == 0 then
		return ~fdzone & 0x1f > 0
	end
	local dis = Duel.SelectField(tp, 1, 0, LOCATION_MZONE, (fdzone | 0x60) << 16)
	if Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, nil) and ~(fdzone | (dis >> 16)) & 0x1f > 0 and Duel.SelectYesNo(tp, aux.Stringid(id, 0)) then
		dis = dis | Duel.SelectField(tp, 1, 0, LOCATION_MZONE, (fdzone | (dis >> 16) | 0x60) << 16)
	end
	e:SetLabel(dis)
	Duel.Hint(HINT_ZONE, tp, dis)
end
function s.disfilter2(c, dis)
	return c:IsFaceup() and (2 ^ c:GetSequence()) * 0x10000 & dis ~= 0
end
function s.disfilter3(c, dis)
	return c:IsFacedown() and (2 ^ c:GetSequence()) * 0x10000 & dis ~= 0
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local c = e:GetHandler()
	local dis = e:GetLabel()
	local g = Duel.GetMatchingGroup(s.disfilter2, tp, 0, LOCATION_MZONE, nil, dis)
	local tc = g:GetFirst()
	while tc do
		local e0 = Effect.CreateEffect(c)
		e0:SetType(EFFECT_TYPE_SINGLE)
		e0:SetCode(EFFECT_CANNOT_DIRECT_ATTACK)
		e0:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e0)
		Duel.NegateRelatedChain(tc, RESET_TURN_SET)
		local e1 = Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetCode(EFFECT_DISABLE)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e1)
		local e2 = Effect.CreateEffect(c)
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e2:SetCode(EFFECT_DISABLE_EFFECT)
		e2:SetValue(RESET_TURN_SET)
		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		tc:RegisterEffect(e2)
		dis = dis - (2 ^ tc:GetSequence()) * 0x10000
		tc = g:GetNext()
	end
	local sg = Duel.GetMatchingGroup(s.disfilter3, tp, 0, LOCATION_MZONE, nil, dis)
	local sc = sg:GetFirst()
	while sc do
		dis = dis - (2 ^ sc:GetSequence()) * 0x10000
		sc = sg:GetNext()
	end
	if dis ~= 0 then
		if tp == 1 then
			dis = ((dis & 0xffff) << 16) | ((dis >> 16) & 0xffff)
		end
		local e3 = Effect.CreateEffect(c)
		e3:SetType(EFFECT_TYPE_FIELD)
		e3:SetCode(EFFECT_DISABLE_FIELD)
		e3:SetValue(dis)
		e3:SetReset(RESET_PHASE + PHASE_END)
		Duel.RegisterEffect(e3, tp)
	end
end

