local cm,m=GetID()
cm.name="子机"
function cm.initial_effect(c)
	--Atk Up
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(m,0))
	e1:SetCategory(CATEGORY_ATKCHANGE)
	e1:SetType(EFFECT_TYPE_IGNITION)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCost(cm.cost)
	e1:SetTarget(cm.target)
	e1:SetOperation(cm.operation)
	c:RegisterEffect(e1)
end
--Atk Up
function cm.filter(c,atk)
	return c:IsFaceup() and RD.IsBaseDefense(c,800) and c:IsLevel(4)
		and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_MACHINE) and not c:IsAttack(atk)
end
cm.cost=RD.CostSendDeckTopToGrave(1)
function cm.target(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return Duel.IsExistingMatchingCard(cm.filter,tp,LOCATION_MZONE,0,1,nil,c:GetAttack()) end
end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsFaceup() and c:IsRelateToEffect(e) then
		local filter=RD.Filter(cm.filter,c:GetAttack())
		RD.SelectAndDoAction(aux.Stringid(m,1),filter,tp,LOCATION_MZONE,0,1,1,nil,function(g)
			local atk=g:GetFirst():GetAttack()
			RD.AttachAtkDef(e,c,atk,0,RESET_EVENT+RESETS_STANDARD+RESET_PHASE+PHASE_END+RESET_OPPO_TURN)
		end)
	end
end