name: Quaking
card_text: When an opponent's monster declares an attack: Change all your opponent's Attack Position monsters to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
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_ATTACK_ANNOUNCE)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return tp ~= Duel.GetTurnPlayer()
  end
  function s.filter(c)
  	return c:IsAttackPos() and c:IsCanTurnSet()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter, tp, 0, LOCATION_MZONE, 1, nil)
  	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 Duel.ChangePosition(g, POS_FACEDOWN_DEFENSE) ~= 0 then
  		local og = Duel.GetOperatedGroup()
  		local tc = og:GetFirst()
  		while tc do
  			local e1 = Effect.CreateEffect(e:GetHandler())
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  			tc:RegisterEffect(e1)
  			tc = og:GetNext()
  		end
  	end
  end
  
  
source_text: Quaking
  When an opponent's monster declares an attack: Change all your opponent's Attack Position monsters to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.
target_text: -- Quaking
  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_ATTACK_ANNOUNCE)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return tp ~= Duel.GetTurnPlayer()
  end
  function s.filter(c)
  	return c:IsAttackPos() and c:IsCanTurnSet()
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.filter, tp, 0, LOCATION_MZONE, 1, nil)
  	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 Duel.ChangePosition(g, POS_FACEDOWN_DEFENSE) ~= 0 then
  		local og = Duel.GetOperatedGroup()
  		local tc = og:GetFirst()
  		while tc do
  			local e1 = Effect.CreateEffect(e:GetHandler())
  			e1:SetType(EFFECT_TYPE_SINGLE)
  			e1:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
  			e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  			tc:RegisterEffect(e1)
  			tc = og:GetNext()
  		end
  	end
  end
  
  