Generate a YGOPro Lua script for the following Yu-Gi-Oh card effect:
If your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can change all face-down Defense Position monsters you control to face-up Attack Position. During the End Phase: You can change all monsters you control to face-down Defense Position. You can only use each effect of "Junk Sleep" once per turn.
--ジャンクスリープ
--Junk Sleep
--Scripted by AlphaKretin
local s,id=GetID()
function s.initial_effect(c)
	--Activate
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetCode(EVENT_FREE_CHAIN)
	c:RegisterEffect(e1)
	--Flip face-up
	local e2=Effect.CreateEffect(c)
	e2:SetCategory(CATEGORY_POSITION)
	e2:SetDescription(aux.Stringid(id,0))
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e2:SetCode(EVENT_SUMMON_SUCCESS)
	e2:SetProperty(EFFECT_FLAG_DELAY)
	e2:SetRange(LOCATION_SZONE)
	e2:SetCountLimit(1,id)
	e2:SetCondition(s.upcon)
	e2:SetTarget(s.uptg)
	e2:SetOperation(s.upop)
	c:RegisterEffect(e2)
	local e3=e2:Clone()
	e3:SetCode(EVENT_SPSUMMON_SUCCESS)
	c:RegisterEffect(e3)
	--Flip face-down
	local e4=Effect.CreateEffect(c)
	e4:SetCategory(CATEGORY_POSITION)
	e4:SetDescription(aux.Stringid(id,1))
	e4:SetType(EFFECT_TYPE_QUICK_O)
	e4:SetCode(EVENT_FREE_CHAIN)
	e4:SetRange(LOCATION_SZONE)
	e4:SetHintTiming(TIMING_END_PHASE)
	e4:SetCountLimit(1,{id,1})
	e4:SetCondition(s.dncond)
	e4:SetTarget(s.dntg)
	e4:SetOperation(s.dnop)
	c:RegisterEffect(e4)
end
function s.upcon(e,tp,eg,ep,ev,re,r,rp)
	return eg:IsExists(Card.IsSummonPlayer,1,nil,1-tp)
end
function s.uptg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(Card.IsFacedown,tp,LOCATION_MZONE,0,1,nil) end
	local g=Duel.GetMatchingGroup(Card.IsFacedown,tp,LOCATION_MZONE,0,nil)
	Duel.SetOperationInfo(0,CATEGORY_POSITION,g,#g,0,0)
end
function s.upop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local g=Duel.GetMatchingGroup(Card.IsFacedown,tp,LOCATION_MZONE,0,nil)
	if #g>0 then
		Duel.ChangePosition(g,POS_FACEUP_ATTACK)
	end
end
function s.dncond(e,tp,eg,ep,ev,re,r,rp)
	return Duel.IsPhase(PHASE_END)
end
function s.dntg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.IsExistingMatchingCard(Card.IsCanTurnSet,tp,LOCATION_MZONE,0,1,nil) end
	local g=Duel.GetMatchingGroup(Card.IsCanTurnSet,tp,LOCATION_MZONE,0,nil)
	Duel.SetOperationInfo(0,CATEGORY_POSITION,g,#g,0,0)
end
function s.dnop(e,tp,eg,ep,ev,re,r,rp)
	if not e:GetHandler():IsRelateToEffect(e) then return end
	local g=Duel.GetMatchingGroup(Card.IsCanTurnSet,tp,LOCATION_MZONE,0,nil)
	if #g>0 then
		Duel.ChangePosition(g,POS_FACEDOWN_DEFENSE)
	end
end