name: Sol
card_text: Target 1 monster you control and 1 monster your opponent controls; apply the following effect on each monster, depending on its battle position.
  ● Face-up: Change it to face-down Defense Position.
  ● Face-down: Change it to face-up Defense Position.
  You can only activate 1 "Sol and Luna" per turn.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_POSITION)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetHintTiming(TIMING_BATTLE_PHASE, TIMINGS_CHECK_MONSTER + TIMING_BATTLE_PHASE)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.filter(c)
  	return (c:IsFaceup() and c:IsCanTurnSet()) or c:IsFacedown()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, 0, 1, nil) and Duel.IsExistingTarget(s.filter, tp, 0, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_POSCHANGE)
  	local g1 = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_POSCHANGE)
  	local g2 = Duel.SelectTarget(tp, s.filter, tp, 0, LOCATION_MZONE, 1, 1, nil)
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, g1 + g2, 2, 0, 0)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local gs = Duel.GetChainInfo(0, CHAININFO_TARGET_CARDS):Filter(Card.IsRelateToEffect, nil, e)
  	for c in aux.Next(gs) do
  		Duel.ChangePosition(c, c:IsFaceup() and POS_FACEDOWN_DEFENSE or POS_FACEUP_DEFENSE)
  	end
  end
  
  
source_text: Sol
  Target 1 monster you control and 1 monster your opponent controls; apply the following effect on each monster, depending on its battle position.
  ● Face-up: Change it to face-down Defense Position.
  ● Face-down: Change it to face-up Defense Position.
  You can only activate 1 "Sol and Luna" per turn.
target_text: -- Sol
  local s, id, o = GetID()
  function s.initial_effect(c)
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetCategory(CATEGORY_POSITION)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetCountLimit(1, id + EFFECT_COUNT_CODE_OATH)
  	e1:SetHintTiming(TIMING_BATTLE_PHASE, TIMINGS_CHECK_MONSTER + TIMING_BATTLE_PHASE)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.filter(c)
  	return (c:IsFaceup() and c:IsCanTurnSet()) or c:IsFacedown()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, 0, 1, nil) and Duel.IsExistingTarget(s.filter, tp, 0, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_POSCHANGE)
  	local g1 = Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, 0, 1, 1, nil)
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_POSCHANGE)
  	local g2 = Duel.SelectTarget(tp, s.filter, tp, 0, LOCATION_MZONE, 1, 1, nil)
  	Duel.SetOperationInfo(0, CATEGORY_POSITION, g1 + g2, 2, 0, 0)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local gs = Duel.GetChainInfo(0, CHAININFO_TARGET_CARDS):Filter(Card.IsRelateToEffect, nil, e)
  	for c in aux.Next(gs) do
  		Duel.ChangePosition(c, c:IsFaceup() and POS_FACEDOWN_DEFENSE or POS_FACEUP_DEFENSE)
  	end
  end
  
  