name: Photon
card_text: When a face-up LIGHT Dragon-Type monster you control is targeted for an attack: The attack target gains ATK equal to the attacking monster's ATK, until the end of the Damage Step.
lua: 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:SetCode(EVENT_BE_BATTLE_TARGET)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	local a = Duel.GetAttacker()
  	local d = Duel.GetAttackTarget()
  	return a:IsOnField() and d and d:IsFaceup() and d:IsControler(tp) and d:IsAttribute(ATTRIBUTE_LIGHT) and d:IsRace(RACE_DRAGON)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.GetAttacker():CreateEffectRelation(e)
  	Duel.GetAttackTarget():CreateEffectRelation(e)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local a = Duel.GetAttacker()
  	local d = Duel.GetAttackTarget()
  	if a:IsFacedown() or not a:IsRelateToEffect(e) or d:IsFacedown() or not d:IsRelateToEffect(e) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_SINGLE)
  	e1:SetCode(EFFECT_UPDATE_ATTACK)
  	e1:SetValue(a:GetAttack())
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_DAMAGE)
  	d:RegisterEffect(e1)
  end
  
  
source_text: Photon
  When a face-up LIGHT Dragon-Type monster you control is targeted for an attack: The attack target gains ATK equal to the attacking monster's ATK, until the end of the Damage Step.
target_text: -- Photon
  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:SetCode(EVENT_BE_BATTLE_TARGET)
  	e1:SetCondition(s.condition)
  	e1:SetTarget(s.target)
  	e1:SetOperation(s.activate)
  	c:RegisterEffect(e1)
  end
  function s.condition(e, tp, eg, ep, ev, re, r, rp)
  	local a = Duel.GetAttacker()
  	local d = Duel.GetAttackTarget()
  	return a:IsOnField() and d and d:IsFaceup() and d:IsControler(tp) and d:IsAttribute(ATTRIBUTE_LIGHT) and d:IsRace(RACE_DRAGON)
  end
  function s.target(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.GetAttacker():CreateEffectRelation(e)
  	Duel.GetAttackTarget():CreateEffectRelation(e)
  end
  function s.activate(e, tp, eg, ep, ev, re, r, rp)
  	local a = Duel.GetAttacker()
  	local d = Duel.GetAttackTarget()
  	if a:IsFacedown() or not a:IsRelateToEffect(e) or d:IsFacedown() or not d:IsRelateToEffect(e) then
  		return
  	end
  	local e1 = Effect.CreateEffect(e:GetHandler())
  	e1:SetType(EFFECT_TYPE_SINGLE)
  	e1:SetCode(EFFECT_UPDATE_ATTACK)
  	e1:SetValue(a:GetAttack())
  	e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_PHASE + PHASE_DAMAGE)
  	d:RegisterEffect(e1)
  end
  
  