--ワーム・ルクイエ
function c17649753.initial_effect(c)
	--attack limit
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_FLIP)
	e1:SetOperation(c17649753.flipop)
	c:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_SINGLE)
	e2:SetCode(EFFECT_CANNOT_ATTACK_ANNOUNCE)
	e2:SetCondition(c17649753.atkcon)
	c:RegisterEffect(e2)
	--to defense
	local e3=Effect.CreateEffect(c)
	e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e3:SetCode(EVENT_PHASE+PHASE_BATTLE)
	e3:SetRange(LOCATION_MZONE)
	e3:SetCountLimit(1)
	e3:SetCondition(c17649753.poscon)
	e3:SetOperation(c17649753.posop)
	c:RegisterEffect(e3)
end
function c17649753.flipop(e,tp,eg,ep,ev,re,r,rp)
	e:GetHandler():RegisterFlagEffect(17649753,RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END,0,1)
end
function c17649753.atkcon(e)
	return e:GetHandler():GetFlagEffect(17649753)==0
end
function c17649753.poscon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():GetAttackedCount()>0
end
function c17649753.posop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsFaceup() then
		Duel.ChangePosition(c,POS_FACEDOWN_DEFENSE)
	end
end
