Star
This card gains an effect based on your Main Monster Zone it is in.
● Leftmost: Increase its Level by 4.
● Rightmost: Increase its Level by 3.
● Center: Increase its Level by 2.
● Others: Increase its Level by 1.
local s, id, o = GetID()
function s.initial_effect(c)
	--level
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCode(EFFECT_UPDATE_LEVEL)
	e1:SetCondition(s.lvcon)
	e1:SetValue(s.lvval)
	c:RegisterEffect(e1)
end
function s.lvcon(e)
	return e:GetHandler():GetSequence() < 5
end
function s.lvval(e, c)
	local seq = c:GetSequence()
	if seq == 0 then
		return 4
	end
	if seq == 4 then
		return 3
	end
	if seq == 2 then
		return 2
	end
	return 1
end


Star
This card gains an effect based on your Main Monster Zone it is in.
● Leftmost: Increase its Level by 4.
● Rightmost: Increase its Level by 3.
● Center: Increase its Level by 2.
● Others: Increase its Level by 1.
-- Star
local s, id, o = GetID()
function s.initial_effect(c)
	--level
	local e1 = Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCode(EFFECT_UPDATE_LEVEL)
	e1:SetCondition(s.lvcon)
	e1:SetValue(s.lvval)
	c:RegisterEffect(e1)
end
function s.lvcon(e)
	return e:GetHandler():GetSequence() < 5
end
function s.lvval(e, c)
	local seq = c:GetSequence()
	if seq == 0 then
		return 4
	end
	if seq == 4 then
		return 3
	end
	if seq == 2 then
		return 2
	end
	return 1
end

