Universal
Target 1 face-up monster your opponent controls; the ATK of all other monsters currently on the field become equal to that monster's current ATK, until the end of this turn.
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_DAMAGE_STEP)
	e1:SetCondition(aux.dscon)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c, tp)
	return c:IsFaceup() and Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_MZONE, LOCATION_MZONE, 1, c, c:GetAttack())
end
function s.filter2(c, atk)
	return c:IsFaceup() and not c:IsAttack(atk)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc, tp)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, 0, LOCATION_MZONE, 1, nil, tp)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
	Duel.SelectTarget(tp, s.filter, tp, 0, LOCATION_MZONE, 1, 1, nil, tp)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if not tc:IsRelateToEffect(e) or tc:IsFacedown() then
		return
	end
	local atk = tc:GetAttack()
	local g = Duel.GetMatchingGroup(s.filter2, tp, LOCATION_MZONE, LOCATION_MZONE, tc, atk)
	for sc in aux.Next(g) do
		local e1 = Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_ATTACK_FINAL)
		e1:SetValue(atk)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		sc:RegisterEffect(e1)
	end
end


Universal
Target 1 face-up monster your opponent controls; the ATK of all other monsters currently on the field become equal to that monster's current ATK, until the end of this turn.
-- Universal
local s, id, o = GetID()
function s.initial_effect(c)
	--activate
	local e1 = Effect.CreateEffect(c)
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_ACTIVATE)
	e1:SetHintTiming(TIMING_DAMAGE_STEP)
	e1:SetCode(EVENT_FREE_CHAIN)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET + EFFECT_FLAG_DAMAGE_STEP)
	e1:SetCondition(aux.dscon)
	e1:SetTarget(s.target)
	e1:SetOperation(s.activate)
	c:RegisterEffect(e1)
end
function s.filter(c, tp)
	return c:IsFaceup() and Duel.IsExistingMatchingCard(s.filter2, tp, LOCATION_MZONE, LOCATION_MZONE, 1, c, c:GetAttack())
end
function s.filter2(c, atk)
	return c:IsFaceup() and not c:IsAttack(atk)
end
function s.target(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
	if chkc then
		return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and s.filter(chkc, tp)
	end
	if chk == 0 then
		return Duel.IsExistingTarget(s.filter, tp, 0, LOCATION_MZONE, 1, nil, tp)
	end
	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_FACEUP)
	Duel.SelectTarget(tp, s.filter, tp, 0, LOCATION_MZONE, 1, 1, nil, tp)
end
function s.activate(e, tp, eg, ep, ev, re, r, rp)
	local tc = Duel.GetFirstTarget()
	if not tc:IsRelateToEffect(e) or tc:IsFacedown() then
		return
	end
	local atk = tc:GetAttack()
	local g = Duel.GetMatchingGroup(s.filter2, tp, LOCATION_MZONE, LOCATION_MZONE, tc, atk)
	for sc in aux.Next(g) do
		local e1 = Effect.CreateEffect(e:GetHandler())
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_SET_ATTACK_FINAL)
		e1:SetValue(atk)
		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_END)
		sc:RegisterEffect(e1)
	end
end

