name: Continuous
card_text: If the DEF of the attacked Defense Position monster on your side of the field is higher than the ATK of the attacking monster on your opponent's side of the field, destroy the attacking monster. Damage calculation is applied normally.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	c:RegisterEffect(e1)
  	--destroy
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetCode(EVENT_DAMAGE_STEP_END)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCondition(s.descon)
  	e2:SetOperation(s.desop)
  	c:RegisterEffect(e2)
  end
  function s.descon(e, tp, eg, ep, ev, re, r, rp)
  	local a = Duel.GetAttacker()
  	local at = Duel.GetAttackTarget()
  	return at and a:IsControler(1 - tp) and a:IsRelateToBattle() and at:IsDefensePos() and at:IsRelateToBattle() and a:GetAttack() < at:GetDefense()
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Destroy(Duel.GetAttacker(), REASON_EFFECT)
  end
  
  
source_text: Continuous
  If the DEF of the attacked Defense Position monster on your side of the field is higher than the ATK of the attacking monster on your opponent's side of the field, destroy the attacking monster. Damage calculation is applied normally.
target_text: -- Continuous
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	c:RegisterEffect(e1)
  	--destroy
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetCode(EVENT_DAMAGE_STEP_END)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCondition(s.descon)
  	e2:SetOperation(s.desop)
  	c:RegisterEffect(e2)
  end
  function s.descon(e, tp, eg, ep, ev, re, r, rp)
  	local a = Duel.GetAttacker()
  	local at = Duel.GetAttackTarget()
  	return at and a:IsControler(1 - tp) and a:IsRelateToBattle() and at:IsDefensePos() and at:IsRelateToBattle() and a:GetAttack() < at:GetDefense()
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Destroy(Duel.GetAttacker(), REASON_EFFECT)
  end
  
  