Desert
All monsters on your side of the field are changed to face-up Defense Position.
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return not c:IsPosition(POS_FACEUP_DEFENSE) and c:IsCanChangePosition()
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
	end
	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
	Duel.SetOperationInfo(0, CATEGORY_POSITION, g, g:GetCount(), 0, 0)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
	if g:GetCount() > 0 then
		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
	end
end


Desert
All monsters on your side of the field are changed to face-up Defense Position.
-- Desert
local s, id, o = GetID()
function s.initial_effect(c)
	--Activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return not c:IsPosition(POS_FACEUP_DEFENSE) and c:IsCanChangePosition()
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
	end
	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
	Duel.SetOperationInfo(0, CATEGORY_POSITION, g, g:GetCount(), 0, 0)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
	if g:GetCount() > 0 then
		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
	end
end

