name: Wind-Up
card_text: During your Main Phase: You can increase this card's Level by 1 and ATK by 400, until the End Phase. This effect can only be used once while this card is face-up on the field.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--atk/lv up
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetProperty(EFFECT_FLAG_NO_TURN_RESET)
  	e1:SetCategory(CATEGORY_ATKCHANGE)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsFaceup() and c:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE + RESET_PHASE + PHASE_END)
  		e1:SetValue(400)
  		c:RegisterEffect(e1)
  		local e2 = Effect.CreateEffect(c)
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetCode(EFFECT_UPDATE_LEVEL)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE + RESET_PHASE + PHASE_END)
  		e2:SetValue(1)
  		c:RegisterEffect(e2)
  	end
  end
  
  
source_text: Wind-Up
  During your Main Phase: You can increase this card's Level by 1 and ATK by 400, until the End Phase. This effect can only be used once while this card is face-up on the field.
target_text: -- Wind-Up
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--atk/lv up
  	local e1 = Effect.CreateEffect(c)
  	e1:SetDescription(aux.Stringid(id, 0))
  	e1:SetProperty(EFFECT_FLAG_NO_TURN_RESET)
  	e1:SetCategory(CATEGORY_ATKCHANGE)
  	e1:SetType(EFFECT_TYPE_IGNITION)
  	e1:SetRange(LOCATION_MZONE)
  	e1:SetCountLimit(1)
  	e1:SetOperation(s.operation)
  	c:RegisterEffect(e1)
  end
  function s.operation(e, tp, eg, ep, ev, re, r, rp)
  	local c = e:GetHandler()
  	if c:IsFaceup() and c:IsRelateToEffect(e) then
  		local e1 = Effect.CreateEffect(c)
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_ATTACK)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE + RESET_PHASE + PHASE_END)
  		e1:SetValue(400)
  		c:RegisterEffect(e1)
  		local e2 = Effect.CreateEffect(c)
  		e2:SetType(EFFECT_TYPE_SINGLE)
  		e2:SetCode(EFFECT_UPDATE_LEVEL)
  		e2:SetReset(RESET_EVENT + RESETS_STANDARD + RESET_DISABLE + RESET_PHASE + PHASE_END)
  		e2:SetValue(1)
  		c:RegisterEffect(e2)
  	end
  end
  
  