name: Pulse
card_text: If you control a Machine monster: Change your opponent's Attack Position monsters (if any) to Defense Position, also, until the end of this turn, if a monster(s) is Normal or Special Summoned to your opponent's field, change them to Defense Position.
lua: 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:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsRace(RACE_MACHINE)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, nil)
  end
  function s.filter(c)
  	return c:IsPosition(POS_FACEUP_ATTACK) and c:IsCanChangePosition()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local g = Duel.GetMatchingGroup(s.filter, tp, 0, LOCATION_MZONE, 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, 0, LOCATION_MZONE, nil)
  	if g:GetCount() > 0 then
  		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetCode(EVENT_SUMMON_SUCCESS)
  	e1:SetOperation(s.posop)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  	local e2 = e1:Clone()
  	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
  	Duel.RegisterEffect(e2, tp)
  end
  function s.posfilter(c, tp)
  	return s.filter(c) and c:IsControler(1 - tp)
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local g = eg:Filter(s.posfilter, nil, tp)
  	if g:GetCount() > 0 then
  		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
  	end
  end
  
  
source_text: Pulse
  If you control a Machine monster: Change your opponent's Attack Position monsters (if any) to Defense Position, also, until the end of this turn, if a monster(s) is Normal or Special Summoned to your opponent's field, change them to Defense Position.
target_text: -- Pulse
  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:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.cfilter(c)
  	return c:IsFaceup() and c:IsRace(RACE_MACHINE)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_MZONE, 0, 1, nil)
  end
  function s.filter(c)
  	return c:IsPosition(POS_FACEUP_ATTACK) and c:IsCanChangePosition()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	local g = Duel.GetMatchingGroup(s.filter, tp, 0, LOCATION_MZONE, 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, 0, LOCATION_MZONE, nil)
  	if g:GetCount() > 0 then
  		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetCode(EVENT_SUMMON_SUCCESS)
  	e1:SetOperation(s.posop)
  	e1:SetReset(RESET_PHASE + PHASE_END)
  	Duel.RegisterEffect(e1, tp)
  	local e2 = e1:Clone()
  	e2:SetCode(EVENT_SPSUMMON_SUCCESS)
  	Duel.RegisterEffect(e2, tp)
  end
  function s.posfilter(c, tp)
  	return s.filter(c) and c:IsControler(1 - tp)
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local g = eg:Filter(s.posfilter, nil, tp)
  	if g:GetCount() > 0 then
  		Duel.ChangePosition(g, POS_FACEUP_DEFENSE)
  	end
  end
  
  