name: Destiny
card_text: During each of your opponent's Standby Phases: Your opponent draws 1 card. This card must be in face-up Defense Position to activate and to resolve this effect.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--draw
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e1:SetCountLimit(1)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return tp ~= Duel.GetTurnPlayer()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsDefensePos()
  	end
  	Duel.SetTargetPlayer(1 - tp)
  	Duel.SetTargetParam(1)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, 1 - tp, 1)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if not c:IsRelateToEffect(e) or not c:IsPosition(POS_FACEUP_DEFENSE) then
  		return
  	end
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Draw(p, d, REASON_EFFECT)
  end
  
  
source_text: Destiny
  During each of your opponent's Standby Phases: Your opponent draws 1 card. This card must be in face-up Defense Position to activate and to resolve this effect.
target_text: -- Destiny
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--draw
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_DRAW)
  	e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e1:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e1:SetCountLimit(1)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return tp ~= Duel.GetTurnPlayer()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return e:GetHandler():IsDefensePos()
  	end
  	Duel.SetTargetPlayer(1 - tp)
  	Duel.SetTargetParam(1)
  	Duel.SetOperationInfo(0, CATEGORY_DRAW, nil, 0, 1 - tp, 1)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if not c:IsRelateToEffect(e) or not c:IsPosition(POS_FACEUP_DEFENSE) then
  		return
  	end
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Draw(p, d, REASON_EFFECT)
  end
  
  