name: Card
card_text: When this card is Summoned: Change it to Defense Position. When a face-up monster you control is targeted for an attack: You can change the target to this card. When this card is targeted for an attack: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 DEF for each card sent, until the End Phase.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--to defense
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_POSITION)
  	e1:SetType(EFFECT_TYPE_TRIGGER_F + EFFECT_TYPE_SINGLE)
  	e1:SetCode(EVENT_SUMMON_SUCCESS)
  	e1:SetTarget(s.potg)
  	e1:SetOperation(s.poop)
  	c:RegisterEffect(e1)
  	local e2 = e1:Clone()
  	e2:SetCode(EVENT_FLIP_SUMMON_SUCCESS)
  	c:RegisterEffect(e2)
  	local e3 = e1:Clone()
  	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
  	c:RegisterEffect(e3)
  	--change battle target
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 1))
  	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e4:SetCode(EVENT_BE_BATTLE_TARGET)
  	e4:SetRange(LOCATION_MZONE)
  	e4:SetCondition(s.cbcon)
  	e4:SetTarget(s.cbtg)
  	e4:SetOperation(s.cbop)
  	c:RegisterEffect(e4)
  	--def
  	local e5 = Effect.CreateEffect(c)
  	e5:SetDescription(aux.Stringid(id, 2))
  	e5:SetCategory(CATEGORY_DEFCHANGE)
  	e5:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e5:SetCode(EVENT_BE_BATTLE_TARGET)
  	e5:SetCost(s.defcost)
  	e5:SetOperation(s.defop)
  	c:RegisterEffect(e5)
  end
  function s.potg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsAttackPos()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, e:GetHandler(), 1, 0, 0)
  end
  function s.poop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsFaceup() and c:IsAttackPos() and c:IsRelateToEffect(e) then
  		Duel.ChangePosition(c, POS_FACEUP_DEFENSE)
  	end
  end
  function s.cbcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local bt = eg:GetFirst()
  	return r ~= REASON_REPLACE and c ~= bt and bt:IsFaceup() and bt:GetControler() == c:GetControler()
  end
  function s.cbtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetAttacker():GetAttackableTarget():IsContains(e:GetHandler())
  	end
  end
  function s.cbop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) and not Duel.GetAttacker():IsImmuneToEffect(e) then
  		Duel.ChangeAttackTarget(c)
  	end
  end
  function s.defcost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsPlayerCanDiscardDeckAsCost(tp, 1)
  	end
  	local ct = {}
  	for i = 3, 1, -1 do
  		if Duel.IsPlayerCanDiscardDeckAsCost(tp, i) then
  			table.insert(ct, i)
  		end
  	end
  	if #ct == 1 then
  		Duel.DiscardDeck(tp, ct[1], REASON_COST)
  		e:SetLabel(1)
  	else
  		Duel.Hint(HINT_SELECTMSG, tp, aux.Stringid(id, 3))
  		local ac = Duel.AnnounceNumber(tp, table.unpack(ct))
  		Duel.DiscardDeck(tp, ac, REASON_COST)
  		e:SetLabel(ac)
  	end
  end
  function s.defop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsFaceup() and c:IsRelateToEffect(e) then
  		local ct = e:GetLabel()
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_DEFENSE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE + RESET_PHASE + PHASE_END)
  		e1:SetValue(ct * 500)
  		c:RegisterEffect(e1)
  	end
  end
  
  
source_text: Card
  When this card is Summoned: Change it to Defense Position. When a face-up monster you control is targeted for an attack: You can change the target to this card. When this card is targeted for an attack: You can choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; this card gains 500 DEF for each card sent, until the End Phase.
target_text: -- Card
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--to defense
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_POSITION)
  	e1:SetType(EFFECT_TYPE_TRIGGER_F + EFFECT_TYPE_SINGLE)
  	e1:SetCode(EVENT_SUMMON_SUCCESS)
  	e1:SetTarget(s.potg)
  	e1:SetOperation(s.poop)
  	c:RegisterEffect(e1)
  	local e2 = e1:Clone()
  	e2:SetCode(EVENT_FLIP_SUMMON_SUCCESS)
  	c:RegisterEffect(e2)
  	local e3 = e1:Clone()
  	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
  	c:RegisterEffect(e3)
  	--change battle target
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 1))
  	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_O)
  	e4:SetCode(EVENT_BE_BATTLE_TARGET)
  	e4:SetRange(LOCATION_MZONE)
  	e4:SetCondition(s.cbcon)
  	e4:SetTarget(s.cbtg)
  	e4:SetOperation(s.cbop)
  	c:RegisterEffect(e4)
  	--def
  	local e5 = Effect.CreateEffect(c)
  	e5:SetDescription(aux.Stringid(id, 2))
  	e5:SetCategory(CATEGORY_DEFCHANGE)
  	e5:SetType(EFFECT_TYPE_SINGLE + EFFECT_TYPE_TRIGGER_O)
  	e5:SetCode(EVENT_BE_BATTLE_TARGET)
  	e5:SetCost(s.defcost)
  	e5:SetOperation(s.defop)
  	c:RegisterEffect(e5)
  end
  function s.potg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsAttackPos()
  	end
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, e:GetHandler(), 1, 0, 0)
  end
  function s.poop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsFaceup() and c:IsAttackPos() and c:IsRelateToEffect(e) then
  		Duel.ChangePosition(c, POS_FACEUP_DEFENSE)
  	end
  end
  function s.cbcon(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	local bt = eg:GetFirst()
  	return r ~= REASON_REPLACE and c ~= bt and bt:IsFaceup() and bt:GetControler() == c:GetControler()
  end
  function s.cbtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.GetAttacker():GetAttackableTarget():IsContains(e:GetHandler())
  	end
  end
  function s.cbop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsRelateToEffect(e) and not Duel.GetAttacker():IsImmuneToEffect(e) then
  		Duel.ChangeAttackTarget(c)
  	end
  end
  function s.defcost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsPlayerCanDiscardDeckAsCost(tp, 1)
  	end
  	local ct = {}
  	for i = 3, 1, -1 do
  		if Duel.IsPlayerCanDiscardDeckAsCost(tp, i) then
  			table.insert(ct, i)
  		end
  	end
  	if #ct == 1 then
  		Duel.DiscardDeck(tp, ct[1], REASON_COST)
  		e:SetLabel(1)
  	else
  		Duel.Hint(HINT_SELECTMSG, tp, aux.Stringid(id, 3))
  		local ac = Duel.AnnounceNumber(tp, table.unpack(ct))
  		Duel.DiscardDeck(tp, ac, REASON_COST)
  		e:SetLabel(ac)
  	end
  end
  function s.defop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsFaceup() and c:IsRelateToEffect(e) then
  		local ct = e:GetLabel()
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_DEFENSE)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE + RESET_PHASE + PHASE_END)
  		e1:SetValue(ct * 500)
  		c:RegisterEffect(e1)
  	end
  end
  
  