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 D.D. God Dragon

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cane_63106

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Member Title : D.D. Dragon Kaiser
Posts : 454
Join date : 2013-07-23
Location : St. Louis, MO

PostSubject: D.D. God Dragon   Wed Aug 28, 2013 6:57 am

Huge thanks to Outlaw on this one!

This card cannot be Normal Summoned/Set. Can only be Special Summoned from being banished by turning 3 of your banished 'D.D Dragons' face-down. The original ATK of this card is the total Levels of those monsters x 500. Negate the effect of a card that targets this card. Once per turn you can banish 1 monster your opponent controls and do damage to their life points equal to the difference in the ATKs of this and the banished monster. If this card would be destroyed by battle or card effect, banish 1 D.D. Dragon in your Graveyard instead.

--32083000
function c32083000.initial_effect(c)
c:EnableReviveLimit()
--cannot special summon
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_UNCOPYABLE)
e1:SetCode(EFFECT_SPSUMMON_CONDITION)
e1:SetValue(aux.FALSE)
c:RegisterEffect(e1)
--atk
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e3:SetCode(EVENT_SPSUMMON_SUCCESS)
e3:SetOperation(c32083000.atkop)
c:RegisterEffect(e3)
--special summon
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(32083000,1))
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetProperty(EFFECT_FLAG_UNCOPYABLE)
e2:SetRange(LOCATION_REMOVED)
e2:SetCondition(c32083000.spcon)
e2:SetOperation(c32083000.spop)
e2:SetLabelObject(e3)
c:RegisterEffect(e2)
--disable effect
local e4=Effect.CreateEffect(c)
e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e4:SetCode(EVENT_CHAIN_SOLVING)
e4:SetRange(LOCATION_MZONE)
e4:SetOperation(c32083000.disop)
c:RegisterEffect(e4)
--destroy replace
local e5=Effect.CreateEffect(c)
e5:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_SINGLE)
e5:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e5:SetRange(LOCATION_MZONE)
e5:SetCode(EFFECT_DESTROY_REPLACE)
e5:SetTarget(c32083000.desreptg)
c:RegisterEffect(e5)
--banish+damage
local e6=Effect.CreateEffect(c)
e6:SetDescription(aux.Stringid(32083000,1))
e6:SetCategory(CATEGORY_REMOVE)
e6:SetType(EFFECT_TYPE_IGNITION)
e6:SetProperty(EFFECT_FLAG_CARD_TARGET)
e6:SetRange(LOCATION_MZONE)
e6:SetCountLimit(1)
e6:SetTarget(c32083000.destg)
e6:SetOperation(c32083000.desop)
c:RegisterEffect(e6)
end
function c32083000.disop(e,tp,eg,ep,ev,re,r,rp)
if not re:GetHandler():IsType(TYPE_SPELL) and re:GetHandler():IsType(TYPE_TRAP) and re:GetHandler():IsType(TYPE_MONSTER) or rp==tp then return end
if not re:IsHasProperty(EFFECT_FLAG_CARD_TARGET) then return end
local g=Duel.GetChainInfo(ev,CHAININFO_TARGET_CARDS)
if g and g:IsContains(e:GetHandler()) thenĀ 
Duel.NegateEffect(ev)
end
end
function c32083000.filter(c)
return c:IsRace(RACE_DRAGON) and c:IsSetCard(0x7D53) and c:IsFaceup()
end
function c32083000.spcon(e,c)
local c=e:GetHandler()
return Duel.GetLocationCount(c:GetControler(),LOCATION_MZONE)>0 and
Duel.IsExistingMatchingCard(c32083000.filter,c:GetControler(),LOCATION_REMOVED,0,3,e:GetHandler())
end
function c32083000.spop(e,tp,eg,ep,ev,re,r,rp,c)
local c=e:GetHandler()
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local g=Duel.SelectMatchingCard(tp,c32083000.filter,tp,LOCATION_REMOVED,0,3,3,e:GetHandler())
Duel.SendtoGrave(g,REASON_COST)
Duel.Remove(g,POS_FACEDOWN,REASON_COST)
local sum=0
local tc=g:GetFirst()
while tc do
local lv=tc:GetLevel()
sum=sum+lv
tc=g:GetNext()
end
e:GetLabelObject():SetLabel(sum*500)
Duel.SpecialSummon(c,0,tp,tp,true,true,POS_FACEUP)
end
function c32083000.atkop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_SET_BASE_ATTACK)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetRange(LOCATION_MZONE)
e1:SetValue(e:GetLabel())
e1:SetReset(RESET_EVENT+0x1ff0000)
c:RegisterEffect(e1)
end
function c32083000.rfilter(c)
return c:IsType(TYPE_MONSTER) and c:IsSetCard(0x7D53) and c:IsAbleToRemove()
end
function c32083000.desreptg(e,tp,eg,ep,ev,re,r,rp,chk)
local c=e:GetHandler()
if chk==0 then return not c:IsReason(REASON_REPLACE)
and Duel.IsExistingMatchingCard(c32083000.rfilter,tp,LOCATION_GRAVE,0,1,nil,nil)
end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
local g=Duel.SelectMatchingCard(tp,c32083000.rfilter,tp,LOCATION_GRAVE,0,1,1,nil,nil)
Duel.Remove(g,POS_FACEUP,REASON_EFFECT)
return true
end
function c32083000.destg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsOnField() and chkc:IsAbleToRemove() end
if chk==0 then return Duel.IsExistingTarget(Card.IsAbleToRemove,tp,0,LOCATION_MZONE,1,nil) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)
local g=Duel.SelectTarget(tp,Card.IsAbleToRemove,tp,0,LOCATION_MZONE,1,1,nil)
Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,1,0,0)
local a1=e:GetHandler():GetAttack()
local a2=Duel.GetFirstTarget():GetAttack()
local dam=a1-a2
if dam<0 then dam=-dam end
Duel.SetTargetPlayer(1-tp)
Duel.SetTargetParam(dam)
Duel.SetOperationInfo(0,CATEGORY_DAMAGE,0,0,1-tp,dam)
end
function c32083000.desop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc and tc:IsRelateToEffect(e) then
Duel.Remove(tc,POS_FACEUP,REASON_EFFECT)
p,d=Duel.GetChainInfo(0,CHAININFO_TARGET_PLAYER,CHAININFO_TARGET_PARAM)
Duel.Damage(p,d,REASON_EFFECT)
end
end


Last edited by cane_63106 on Thu Aug 29, 2013 6:19 pm; edited 5 times in total
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outlaw1994

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PostSubject: Re: D.D. God Dragon   Wed Aug 28, 2013 7:42 am

you might want to add the effect on the card itself lol
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cane_63106

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Location : St. Louis, MO

PostSubject: Re: D.D. God Dragon   Wed Aug 28, 2013 2:48 pm

lol i was trying to be lazy lol seems ygocardmaker has gotten a bit better with their smaller font as well

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Project Leviamon

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PostSubject: Re: D.D. God Dragon   Wed Aug 28, 2013 2:59 pm

cane_63106 wrote:
lol i was trying to be lazy lol seems ygocardmaker has gotten a bit better with their smaller font as well
i noticed too, it used to be really hard to read.

also today morning when i saw the blank card text i loled xD

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Planned Archetypes:
-Persona Card
-Dark Army
-Elemental Dragons
-END (tons and tons of cards made in card maker)
-Chained Dragons (lost in a computer meltdown, will redo eventually)
-RWBY (thinking of making these)
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cane_63106

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PostSubject: Re: D.D. God Dragon   Wed Aug 28, 2013 7:00 pm

Lol
I don't think this can beat the newer versions of the God cards I've seen, outside of battle. Liking that though.

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cane_63106

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PostSubject: Re: D.D. God Dragon   Wed Aug 28, 2013 7:38 pm

Even the AI is quick to use this, but usually with an empty grave which means it's out in one shot, unless it gets banished...seeing the AI drop this use its effect, banish it, drop and use its effect again made my heart stop lol I really wanna thank outlaw and Jack for all of your help.

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Tea82

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PostSubject: Re: D.D. God Dragon   Thu Aug 29, 2013 4:44 pm

Came_63106 all your D.D Dragons and especially this one is pretty amazing but for the god shake please next time you uplad a new custom card picture and script lua file add also the card text effect too!! It was so hard for user to read the effect from the card picture only!!

D.D. God Dragon

This card cannot be Normal Summoned. Can only be Special Summoned from being banished by tinting 3 of your banished ''D.D Dragons'' face-down. The original ATK of this card is the total Level's of those monsters x 500. Negate the effect of a card that targets this card. Once per turn you can banish 1 monster your opponent controls and do damage to their life points equal to the difference in the ATK's of this and the banished monster. If this card would be destroyed by battle or card effect, banish 1 D.D Dragon in your Graveyard instead.
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PostSubject: Re: D.D. God Dragon   Thu Aug 29, 2013 6:14 pm

Lol, the weird thing is that I had the card blank and wrote out the effect first. I really don't know why I deleted it though. Thanks for typing it back out. I'll copy and paste this to the original post. Glad you're liking the D.D. Dragons!

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Tea82

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PostSubject: Re: D.D. God Dragon   Fri Aug 30, 2013 3:40 pm

Not only D.D Dragons cane_63106 are amazing but i personal think that you must make a link included all D.D dragons files in order someone to use for example outlaw import-export program to download your custom dragons fast and easy and also structure decks for D.D Dragons!! One impresive idea to make your D.D Dragons famous: http://www.ygopro.co/tabid/95/g/posts/t/2459/SGJin-s-Dark-Souls-Theme-and-Custom-cards.aspx
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PostSubject: Re: D.D. God Dragon   Sun Sep 01, 2013 11:15 pm

i've only a couple cards left to finish and i'll be able to put them into file form. it's just that these last 2 have to deal with levels, which is hard at the moment and the other, a modified stardust effect. that import/export program has been crashing on me for some reason. my pc's probably just crappy as all hell. but i was going to address that when i finished these. that structure pack looked great, seriously. dascopestarter made a nice pack art for the dd's a bit ago. i might ask him to use that or if he'd make a structure looking one with a label i'll think up. since they'll be going into mackpro, would i even have to announce them because i know people at ygopro update with outlaw's cards as well.

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Tea82

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PostSubject: Re: D.D. God Dragon   Thu Sep 05, 2013 5:29 pm

I glad to hear all these news cane and i wish all your plans about D.D Dragons going very well!! Also i hopeĀ  your D.D Dragons are not broken ones and that's way finally outlaw agree to add these cards for Mackpro!! Anyway good luck cane!!
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PostSubject: Re: D.D. God Dragon   Thu Sep 05, 2013 6:12 pm

If there would be anything to be left out, it'd be D.D. God Dragon. If I flip down 3 level 6+ D.D. Dragons it'll be at 9000 ATK so it'll pretty much knock out any other monster or end the game off its effect alone. Skill Drain is very useful, as are cards that negate Special Summons or don't target, but once it hits the field and I have enough D.D.s in the graveyard, it's pretty much the end. I just had to script it though lol. Another reason it will probably be left out is that there's a no Divine/Divine-Beast rule here. The deck without it is pretty balanced. I've never seen anyone cry about Tyranno Infinity so I don't expect my Infinity to be an issue. My main, Raito, Kudo & Makura, top out at 2500 ATK which is good, but often gets run over. If I can figure out how to script these last 2 I can just put them out. Sorry for taking so long

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Tea82

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PostSubject: Re: D.D. God Dragon   Thu Sep 05, 2013 6:16 pm

Don't worry about the time!! Simply try the best and i am sure if outlaw have free time he is are able to give you a hand too!!
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PostSubject: Re: D.D. God Dragon   Thu Sep 05, 2013 6:27 pm

i'm pretty sure outlaw is waiting for cane to send his D.D. Dragons before he releases the next mackpro update.

can't wait to try them out

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Youtube Channel

Dark Army vs Elemental Dragons

Planned Archetypes:
-Persona Card
-Dark Army
-Elemental Dragons
-END (tons and tons of cards made in card maker)
-Chained Dragons (lost in a computer meltdown, will redo eventually)
-RWBY (thinking of making these)
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PostSubject: Re: D.D. God Dragon   Sat Dec 28, 2013 10:10 am

I've been thinking about changing the costs to Level 3 or lower, so, at max, it'll only hit the field at 4500 and limit my options a bit.

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