name: Spell
card_text: Each time a Spell Card is activated, gain 500 LP immediately after it resolves.
lua: local s, id, o = 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)
  	--LP up
  	local e0 = Effect.CreateEffect(c)
  	e0:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e0:SetCode(EVENT_CHAINING)
  	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e0:SetRange(LOCATION_SZONE)
  	e0:SetOperation(aux.chainreg)
  	c:RegisterEffect(e0)
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetCode(EVENT_CHAIN_SOLVED)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCondition(s.condition)
  	e2:SetOperation(s.operation)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return re and re:IsActiveType(TYPE_SPELL) and re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:GetHandler() ~= e:GetHandler() and e:GetHandler():GetFlagEffect(FLAG_ID_CHAINING) > 0
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Recover(e:GetHandlerPlayer(), 500, REASON_EFFECT)
  end
  
  
source_text: Spell
  Each time a Spell Card is activated, gain 500 LP immediately after it resolves.
target_text: -- Spell
  local s, id, o = 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)
  	--LP up
  	local e0 = Effect.CreateEffect(c)
  	e0:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e0:SetCode(EVENT_CHAINING)
  	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
  	e0:SetRange(LOCATION_SZONE)
  	e0:SetOperation(aux.chainreg)
  	c:RegisterEffect(e0)
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e2:SetCode(EVENT_CHAIN_SOLVED)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCondition(s.condition)
  	e2:SetOperation(s.operation)
  	c:RegisterEffect(e2)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	return re and re:IsActiveType(TYPE_SPELL) and re:IsHasType(EFFECT_TYPE_ACTIVATE) and re:GetHandler() ~= e:GetHandler() and e:GetHandler():GetFlagEffect(FLAG_ID_CHAINING) > 0
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	Duel.Recover(e:GetHandlerPlayer(), 500, REASON_EFFECT)
  end
  
  