--太陽風帆船
function c33911264.initial_effect(c)
	c:SetUniqueOnField(1,1,33911264)
	--special summon
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD)
	e1:SetCode(EFFECT_SPSUMMON_PROC)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
	e1:SetRange(LOCATION_HAND)
	e1:SetCondition(c33911264.spcon)
	e1:SetOperation(c33911264.spop)
	c:RegisterEffect(e1)
	--level up
	local e2=Effect.CreateEffect(c)
	e2:SetDescription(aux.Stringid(33911264,0))
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
	e2:SetRange(LOCATION_MZONE)
	e2:SetCountLimit(1)
	e2:SetCode(EVENT_PHASE+PHASE_STANDBY)
	e2:SetCondition(c33911264.lvcon)
	e2:SetOperation(c33911264.lvop)
	c:RegisterEffect(e2)
end
function c33911264.spcon(e,c)
	if c==nil then return true end
	local tp=c:GetControler()
	return Duel.GetFieldGroupCount(tp,LOCATION_MZONE,0)==0
		and Duel.GetLocationCount(tp,LOCATION_MZONE)>0
end
function c33911264.spop(e,tp,eg,ep,ev,re,r,rp,c)
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
	e1:SetRange(LOCATION_MZONE)
	e1:SetCode(EFFECT_SET_BASE_ATTACK)
	e1:SetValue(400)
	e1:SetReset(RESET_EVENT+0xff0000)
	c:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetCode(EFFECT_SET_BASE_DEFENCE)
	e2:SetValue(1200)
	c:RegisterEffect(e2)
end
function c33911264.lvcon(e,tp,eg,ep,ev,re,r,rp)
	return Duel.GetTurnPlayer()==tp
end
function c33911264.lvop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if c:IsFacedown() or not c:IsRelateToEffect(e) then return end
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_UPDATE_LEVEL)
	e1:SetValue(1)
	e1:SetReset(RESET_EVENT+0x1ff0000)
	c:RegisterEffect(e1)
end
