Chronomaly
Once per turn: You can increase the Levels of all "Chronomaly" monsters you currently control by 1.
local SETCARD_ID_0 = 0x70 --Chronomaly

local SETCARD_ID_0 = 0x70 --Chronomaly
local s, id, o = GetID()
function s.initial_effect(c)
	--lvup
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(s.lvtg)
	e1:SetOperation(s.lvop)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return c:IsFaceup() and c:IsLevelAbove(1) and c:IsSetCard(SETCARD_ID_0)
end
function s.lvtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
	end
end
function s.lvop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
	local tc = g:GetFirst()
	while tc do
		local e1 = Effect.CreateEffect(e:GetHandler())
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LEVEL)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
		tc:RegisterEffect(e1)
		tc = g:GetNext()
	end
end


Chronomaly
Once per turn: You can increase the Levels of all "Chronomaly" monsters you currently control by 1.
-- Chronomaly
local SETCARD_ID_0 = 0x70 --Chronomaly
local s, id, o = GetID()
function s.initial_effect(c)
	--lvup
	local e1 = Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(id, 0))
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCountLimit(1)
	e1:SetTarget(s.lvtg)
	e1:SetOperation(s.lvop)
	c:RegisterEffect(e1)
end
function s.filter(c)
	return c:IsFaceup() and c:IsLevelAbove(1) and c:IsSetCard(SETCARD_ID_0)
end
function s.lvtg(e, tp, eg, ep, ev, re, r, rp, chk)
	if chk == 0 then
		return Duel.IsExistingMatchingCard(s.filter, tp, LOCATION_MZONE, 0, 1, nil)
	end
end
function s.lvop(e, tp, eg, ep, ev, re, r, rp)
	local g = Duel.GetMatchingGroup(s.filter, tp, LOCATION_MZONE, 0, nil)
	local tc = g:GetFirst()
	while tc do
		local e1 = Effect.CreateEffect(e:GetHandler())
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LEVEL)
		e1:SetValue(1)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
		tc:RegisterEffect(e1)
		tc = g:GetNext()
	end
end

