--ヴァイロン・プリズム
function c74064212.initial_effect(c)
	--equip
	local e1=Effect.CreateEffect(c)
	e1:SetDescription(aux.Stringid(74064212,0))
	e1:SetCategory(CATEGORY_EQUIP)
	e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
	e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY)
	e1:SetCode(EVENT_TO_GRAVE)
	e1:SetCondition(c74064212.eqcon)
	e1:SetCost(c74064212.eqcost)
	e1:SetTarget(c74064212.eqtg)
	e1:SetOperation(c74064212.eqop)
	c:RegisterEffect(e1)
	--atkup
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_EQUIP)
	e2:SetCode(EFFECT_UPDATE_ATTACK)
	e2:SetCondition(c74064212.atkcon)
	e2:SetValue(1000)
	c:RegisterEffect(e2)
end
function c74064212.eqcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousLocation(LOCATION_MZONE)
end
function c74064212.eqcost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return Duel.CheckLPCost(tp,500) end
	Duel.PayLPCost(tp,500)
end
function c74064212.eqtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
	if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and chkc:IsFaceup() end
	if chk==0 then return Duel.GetLocationCount(tp,LOCATION_SZONE)>0
		and Duel.IsExistingTarget(Card.IsFaceup,tp,LOCATION_MZONE,0,1,nil) end
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP)
	Duel.SelectTarget(tp,Card.IsFaceup,tp,LOCATION_MZONE,0,1,1,nil)
	Duel.SetOperationInfo(0,CATEGORY_LEAVE_GRAVE,e:GetHandler(),1,0,0)
end
function c74064212.eqop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local tc=Duel.GetFirstTarget()
	if c:IsRelateToEffect(e) and tc:IsFaceup() and tc:IsRelateToEffect(e) then
		Duel.Equip(tp,c,tc)
		--equip limit
		local e1=Effect.CreateEffect(c)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_EQUIP_LIMIT)
		e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
		e1:SetValue(c74064212.eqlimit)
		e1:SetReset(RESET_EVENT+RESETS_STANDARD)
		c:RegisterEffect(e1)
	end
end
function c74064212.eqlimit(e,c)
	local tp=e:GetHandlerPlayer()
	return c:IsControler(tp)
end
function c74064212.atkcon(e)
	local ph=Duel.GetCurrentPhase()
	local ec=e:GetHandler():GetEquipTarget()
	return ec and (ph==PHASE_DAMAGE or ph==PHASE_DAMAGE_CAL) and ec:IsRelateToBattle()
end
