name: Dark
card_text: You can send 1 "D/D" or "Dark Contract" card from your hand to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Dark Contract with the Witch" once per turn. All Fiend-Type monsters you control gain 1000 ATK during your opponent's turn only. Once per turn, during your Standby Phase: Take 1000 damage.
external_ids: local SETCARD_ID_0 = 0xaf --D/D
  
lua: local SETCARD_ID_0 = 0xaf --D/D
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
  	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_END_PHASE + TIMING_DAMAGE_STEP)
  	e1:SetCondition(aux.dscon)
  	c:RegisterEffect(e1)
  	--destroy
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DESTROY)
  	e2:SetType(EFFECT_TYPE_QUICK_O)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCode(EVENT_FREE_CHAIN)
  	e2:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_END_PHASE)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCountLimit(1, id)
  	e2:SetCost(s.descost)
  	e2:SetTarget(s.destg)
  	e2:SetOperation(s.desop)
  	c:RegisterEffect(e2)
  	--atk
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_FIELD)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetTargetRange(LOCATION_MZONE, 0)
  	e3:SetCode(EFFECT_UPDATE_ATTACK)
  	e3:SetCondition(s.atkcon)
  	e3:SetTarget(s.atktg)
  	e3:SetValue(1000)
  	c:RegisterEffect(e3)
  	--damage
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 1))
  	e4:SetCategory(CATEGORY_DAMAGE)
  	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e4:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e4:SetRange(LOCATION_SZONE)
  	e4:SetCountLimit(1)
  	e4:SetCondition(s.damcon)
  	e4:SetTarget(s.damtg)
  	e4:SetOperation(s.damop)
  	c:RegisterEffect(e4)
  end
  function s.cfilter(c)
  	return c:IsSetCard(SETCARD_ID_0, 0xae) and c:IsAbleToGraveAsCost()
  end
  function s.descost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_HAND, 0, 1, nil)
  	end
  	Duel.DiscardHand(tp, s.cfilter, 1, 1, REASON_COST)
  end
  function s.destg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsOnField()
  	end
  	local xg = nil
  	if not e:GetHandler():IsStatus(STATUS_EFFECT_ENABLED) then
  		xg = e:GetHandler()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(aux.TRUE, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, xg)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DESTROY)
  	local g = Duel.SelectTarget(tp, aux.TRUE, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, xg)
  	Duel.SetOperationInfo(0, CATEGORY_DESTROY, g, 1, 0, 0)
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		Duel.Destroy(tc, REASON_EFFECT)
  	end
  end
  function s.atkcon(e)
  	return Duel.GetTurnPlayer() ~= e:GetHandlerPlayer()
  end
  function s.atktg(e, c)
  	return c:IsRace(RACE_FIEND)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, 0, 0, tp, 1000)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Damage(p, d, REASON_EFFECT)
  end
  
  
source_text: Dark
  You can send 1 "D/D" or "Dark Contract" card from your hand to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Dark Contract with the Witch" once per turn. All Fiend-Type monsters you control gain 1000 ATK during your opponent's turn only. Once per turn, during your Standby Phase: Take 1000 damage.
target_text: -- Dark
  local SETCARD_ID_0 = 0xaf --D/D
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--Activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	e1:SetProperty(EFFECT_FLAG_DAMAGE_STEP)
  	e1:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_END_PHASE + TIMING_DAMAGE_STEP)
  	e1:SetCondition(aux.dscon)
  	c:RegisterEffect(e1)
  	--destroy
  	local e2 = Effect.CreateEffect(c)
  	e2:SetDescription(aux.Stringid(id, 0))
  	e2:SetCategory(CATEGORY_DESTROY)
  	e2:SetType(EFFECT_TYPE_QUICK_O)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCode(EVENT_FREE_CHAIN)
  	e2:SetHintTiming(0, TIMINGS_CHECK_MONSTER + TIMING_END_PHASE)
  	e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
  	e2:SetCountLimit(1, id)
  	e2:SetCost(s.descost)
  	e2:SetTarget(s.destg)
  	e2:SetOperation(s.desop)
  	c:RegisterEffect(e2)
  	--atk
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_FIELD)
  	e3:SetRange(LOCATION_SZONE)
  	e3:SetTargetRange(LOCATION_MZONE, 0)
  	e3:SetCode(EFFECT_UPDATE_ATTACK)
  	e3:SetCondition(s.atkcon)
  	e3:SetTarget(s.atktg)
  	e3:SetValue(1000)
  	c:RegisterEffect(e3)
  	--damage
  	local e4 = Effect.CreateEffect(c)
  	e4:SetDescription(aux.Stringid(id, 1))
  	e4:SetCategory(CATEGORY_DAMAGE)
  	e4:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_TRIGGER_F)
  	e4:SetCode(EVENT_PHASE + PHASE_STANDBY)
  	e4:SetRange(LOCATION_SZONE)
  	e4:SetCountLimit(1)
  	e4:SetCondition(s.damcon)
  	e4:SetTarget(s.damtg)
  	e4:SetOperation(s.damop)
  	c:RegisterEffect(e4)
  end
  function s.cfilter(c)
  	return c:IsSetCard(SETCARD_ID_0, 0xae) and c:IsAbleToGraveAsCost()
  end
  function s.descost(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return Duel.IsExistingMatchingCard(s.cfilter, tp, LOCATION_HAND, 0, 1, nil)
  	end
  	Duel.DiscardHand(tp, s.cfilter, 1, 1, REASON_COST)
  end
  function s.destg(e, tp, eg, ep, ev, re, r, rp, chk, chkc)
  	if chkc then
  		return chkc:IsOnField()
  	end
  	local xg = nil
  	if not e:GetHandler():IsStatus(STATUS_EFFECT_ENABLED) then
  		xg = e:GetHandler()
  	end
  	if chk == 0 then
  		return Duel.IsExistingTarget(aux.TRUE, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, xg)
  	end
  	Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_DESTROY)
  	local g = Duel.SelectTarget(tp, aux.TRUE, tp, LOCATION_ONFIELD, LOCATION_ONFIELD, 1, 1, xg)
  	Duel.SetOperationInfo(0, CATEGORY_DESTROY, g, 1, 0, 0)
  end
  function s.desop(e, tp, eg, ep, ev, re, r, rp)
  	local tc = Duel.GetFirstTarget()
  	if tc:IsRelateToEffect(e) then
  		Duel.Destroy(tc, REASON_EFFECT)
  	end
  end
  function s.atkcon(e)
  	return Duel.GetTurnPlayer() ~= e:GetHandlerPlayer()
  end
  function s.atktg(e, c)
  	return c:IsRace(RACE_FIEND)
  end
  function s.damcon(e, tp, eg, ep, ev, re, r, rp)
  	return Duel.GetTurnPlayer() == tp
  end
  function s.damtg(e, tp, eg, ep, ev, re, r, rp, chk)
  	if chk == 0 then
  		return true
  	end
  	Duel.SetTargetPlayer(tp)
  	Duel.SetTargetParam(1000)
  	Duel.SetOperationInfo(0, CATEGORY_DAMAGE, 0, 0, tp, 1000)
  end
  function s.damop(e, tp, eg, ep, ev, re, r, rp)
  	local p, d = Duel.GetChainInfo(0, CHAININFO_TARGET_PLAYER, CHAININFO_TARGET_PARAM)
  	Duel.Damage(p, d, REASON_EFFECT)
  end
  
  