name: Goblin
card_text: If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--to defense
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetCode(EVENT_PHASE + PHASE_BATTLE)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetCondition(s.poscon)
  	e1:SetOperation(s.posop)
  	c:RegisterEffect(e1)
  end
  function s.poscon(e, tp, eg, ep, ev, re, r, rp)
  	return e:GetHandler():GetAttackedCount() > 0
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsAttackPos() then
  		Duel.ChangePosition(c, POS_FACEUP_DEFENSE)
  	end
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_SINGLE)
  	e1:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END, 3)
  	c:RegisterEffect(e1)
  end
  
  
source_text: Goblin
  If this card attacks, it is changed to Defense Position at the end of the Battle Phase, and its battle position cannot be changed until the end of your next turn.
target_text: -- Goblin
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--to defense
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e1:SetCode(EVENT_PHASE + PHASE_BATTLE)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetCondition(s.poscon)
  	e1:SetOperation(s.posop)
  	c:RegisterEffect(e1)
  end
  function s.poscon(e, tp, eg, ep, ev, re, r, rp)
  	return e:GetHandler():GetAttackedCount() > 0
  end
  function s.posop(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsAttackPos() then
  		Duel.ChangePosition(c, POS_FACEUP_DEFENSE)
  	end
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_SINGLE)
  	e1:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
  	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END, 3)
  	c:RegisterEffect(e1)
  end
  
  