name: Number
card_text: 2 Level 4 monsters
  Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--xyz summon
  	aux.AddXyzProcedure(c, nil, 4, 2)
  	c:EnableReviveLimit()
  	--maintain
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_UNCOPYABLE)
  	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetCondition(s.mtcon)
  	e1:SetOperation(s.mtop)
  	c:RegisterEffect(e1)
  	--indes/cannot target
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_SINGLE)
  	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
  	e2:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
  	e2:SetRange(LOCATION_MZONE)
  	e2:SetCondition(s.tgcon)
  	e2:SetValue(aux.tgoval)
  	c:RegisterEffect(e2)
  	local e3 = e2:Clone()
  	e3:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
  	e3:SetValue(aux.indoval)
  	c:RegisterEffect(e3)
  	--pos
  	local e4 = Effect.CreateEffect(c)
  	e4:SetType(EFFECT_TYPE_FIELD)
  	e4:SetCode(EFFECT_SET_POSITION)
  	e4:SetRange(LOCATION_MZONE)
  	e4:SetTargetRange(LOCATION_MZONE, LOCATION_MZONE)
  	e4:SetCondition(s.poscon)
  	e4:SetTarget(s.postg)
  	e4:SetValue(POS_FACEUP_DEFENSE)
  	c:RegisterEffect(e4)
  	--disable
  	local e5 = Effect.CreateEffect(c)
  	e5:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e5:SetCode(EVENT_CHAIN_SOLVING)
  	e5:SetRange(LOCATION_MZONE)
  	e5:SetCondition(s.discon)
  	e5:SetOperation(s.disop)
  	c:RegisterEffect(e5)
  end
  aux.xyz_number[id] = 41
  function s.mtcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.mtop(e, tp, eg, ep, ev, re, r, rp)
  	if e:GetHandler():CheckRemoveOverlayCard(tp, 1, REASON_COST) then
  		e:GetHandler():RemoveOverlayCard(tp, 1, 1, REASON_COST)
  	else
  		Duel.Destroy(e:GetHandler(), REASON_COST)
  	end
  end
  function s.tgcon(e)
  	return e:GetHandler():IsAttackPos()
  end
  function s.poscon(e)
  	return e:GetHandler():IsDefensePos()
  end
  function s.postg(e, c)
  	return c:IsFaceup()
  end
  function s.discon(e, tp, eg, ep, ev, re, r, rp)
  	local loc, pos = Duel.GetChainInfo(ev, CHAININFO_TRIGGERING_LOCATION, CHAININFO_TRIGGERING_POSITION)
  	return e:GetHandler():IsDefensePos() and re:IsActiveType(TYPE_MONSTER) and loc == LOCATION_MZONE and bit.band(pos, POS_DEFENSE) ~= 0
  end
  function s.disop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.NegateEffect(ev)
  end
  
  
source_text: Number
  2 Level 4 monsters
  Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.
target_text: -- Number
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--xyz summon
  	aux.AddXyzProcedure(c, nil, 4, 2)
  	c:EnableReviveLimit()
  	--maintain
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE + EFFECT_FLAG_UNCOPYABLE)
  	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetCondition(s.mtcon)
  	e1:SetOperation(s.mtop)
  	c:RegisterEffect(e1)
  	--indes/cannot target
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_SINGLE)
  	e2:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
  	e2:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
  	e2:SetRange(LOCATION_MZONE)
  	e2:SetCondition(s.tgcon)
  	e2:SetValue(aux.tgoval)
  	c:RegisterEffect(e2)
  	local e3 = e2:Clone()
  	e3:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
  	e3:SetValue(aux.indoval)
  	c:RegisterEffect(e3)
  	--pos
  	local e4 = Effect.CreateEffect(c)
  	e4:SetType(EFFECT_TYPE_FIELD)
  	e4:SetCode(EFFECT_SET_POSITION)
  	e4:SetRange(LOCATION_MZONE)
  	e4:SetTargetRange(LOCATION_MZONE, LOCATION_MZONE)
  	e4:SetCondition(s.poscon)
  	e4:SetTarget(s.postg)
  	e4:SetValue(POS_FACEUP_DEFENSE)
  	c:RegisterEffect(e4)
  	--disable
  	local e5 = Effect.CreateEffect(c)
  	e5:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e5:SetCode(EVENT_CHAIN_SOLVING)
  	e5:SetRange(LOCATION_MZONE)
  	e5:SetCondition(s.discon)
  	e5:SetOperation(s.disop)
  	c:RegisterEffect(e5)
  end
  aux.xyz_number[id] = 41
  function s.mtcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.mtop(e, tp, eg, ep, ev, re, r, rp)
  	if e:GetHandler():CheckRemoveOverlayCard(tp, 1, REASON_COST) then
  		e:GetHandler():RemoveOverlayCard(tp, 1, 1, REASON_COST)
  	else
  		Duel.Destroy(e:GetHandler(), REASON_COST)
  	end
  end
  function s.tgcon(e)
  	return e:GetHandler():IsAttackPos()
  end
  function s.poscon(e)
  	return e:GetHandler():IsDefensePos()
  end
  function s.postg(e, c)
  	return c:IsFaceup()
  end
  function s.discon(e, tp, eg, ep, ev, re, r, rp)
  	local loc, pos = Duel.GetChainInfo(ev, CHAININFO_TRIGGERING_LOCATION, CHAININFO_TRIGGERING_POSITION)
  	return e:GetHandler():IsDefensePos() and re:IsActiveType(TYPE_MONSTER) and loc == LOCATION_MZONE and bit.band(pos, POS_DEFENSE) ~= 0
  end
  function s.disop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.NegateEffect(ev)
  end
  
  