--アヌビスの呪い
--Curse of Anubis
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_POSITION)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetHintTiming(0,TIMINGS_CHECK_MONSTER)
	e1:SetTarget(s.postg)
	e1:SetOperation(s.posop)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return c:IsPosition(POS_FACEUP_ATTACK) and c:IsType(TYPE_EFFECT) and c:IsCanChangePosition()
end
function s.postg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil) end
	local g=Duel.GetMatchingGroup(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
	Duel.SetOperationInfo(0,CATEGORY_POSITION,g,#g,0,0)
end
function s.posop(e,tp,eg,ep,ev,re,r,rp)
	local g=Duel.GetMatchingGroup(s.filter,tp,LOCATION_MZONE,LOCATION_MZONE,nil)
	Duel.ChangePosition(g,POS_FACEUP_DEFENSE,0,POS_FACEUP_DEFENSE,0)
	local tc=g:GetFirst()
	for tc in aux.Next(g) do
		local e1=Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_BASE_DEFENSE)
		e1:SetValue(0)
		e1:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e1)
		local e2=Effect.CreateEffect(e:GetHandler())
		e2:SetType(EFFECT_TYPE_SINGLE)
		e2:SetCode(EFFECT_CANNOT_CHANGE_POSITION)
		e2:SetReset(RESETS_STANDARD_PHASE_END)
		tc:RegisterEffect(e2)
	end
end