name: Risebell
card_text: Pendulum Scale = 2
  [ Pendulum Effect ]
  Once per turn: You can target 1 face-up monster on the field; increase its Level by 1 (even if this card leaves the field).
  ----------------------------------------
  [ Monster Effect ]
  A kindly elder brother, Risebell takes good care of his little sister Saambell. He reads a Magical Book with his sister each early-afternoon, a harmonious routine that brings a smile to everyone.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--level
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_PZONE)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCountLimit(1)
  	e2:SetTarget(s.lvtg)
  	e2:SetOperation(s.lvop)
  	c:RegisterEffect(e2)
  end
  function s.filter(c)
  	return c:IsFaceup() and c:GetLevel() > 0
  end
  function s.lvtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.filter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  end
  function s.lvop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LEVEL)
  		e1:SetValue(1)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e1)
  	end
  end
  
  
source_text: Risebell
  Pendulum Scale = 2
  [ Pendulum Effect ]
  Once per turn: You can target 1 face-up monster on the field; increase its Level by 1 (even if this card leaves the field).
  ----------------------------------------
  [ Monster Effect ]
  A kindly elder brother, Risebell takes good care of his little sister Saambell. He reads a Magical Book with his sister each early-afternoon, a harmonious routine that brings a smile to everyone.
target_text: -- Risebell
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--pendulum summon
  	aux.EnablePendulumAttribute(c)
  	--level
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_IGNITION)
  	e2:SetRange(LOCATION_PZONE)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCountLimit(1)
  	e2:SetTarget(s.lvtg)
  	e2:SetOperation(s.lvop)
  	c:RegisterEffect(e2)
  end
  function s.filter(c)
  	return c:IsFaceup() and c:GetLevel() > 0
  end
  function s.lvtg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsLocation(LOCATION_MZONE) and s.filter(chkc)
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, nil)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_TARGET)
  	Duel.SelectTarget(tp, s.filter, tp, LOCATION_MZONE, LOCATION_MZONE, 1, 1, nil)
  end
  function s.lvop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) and tc:IsFaceup() then
  		local e1 = Effect.CreateEffect(e:GetHandler())
  		e1:SetType(EFFECT_TYPE_SINGLE)
  		e1:SetCode(EFFECT_UPDATE_LEVEL)
  		e1:SetValue(1)
  		e1:SetReset(RESET_EVENT + RESETS_STANDARD)
  		tc:RegisterEffect(e1)
  	end
  end
  
  