Added pendulum place effect to Union and Synchron Dragon
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@@ -18,6 +18,15 @@ function s.initial_effect(c)
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e1:SetTarget(s.thtg)
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e1:SetOperation(s.thop)
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c:RegisterEffect(e1)
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--place in pendulum zone
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local e2=Effect.CreateEffect(c)
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e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
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e2:SetCode(EVENT_DESTROYED)
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e2:SetProperty(EFFECT_FLAG_DELAY)
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e2:SetCondition(s.pencon)
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e2:SetTarget(s.pentg)
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e2:SetOperation(s.penop)
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c:RegisterEffect(e2)
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end
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--damage effect
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function s.thfilter(c)
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@@ -38,4 +47,20 @@ function s.thop(e,tp,eg,ep,ev,re,r,rp)
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if tc and tc:IsRelateToEffect(e) and Duel.Damage(p,tc:GetAttack(),REASON_EFFECT) then
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Duel.Destroy(tc, REASON_DESTROY)
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end
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end
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-- place in pendulum zone functions
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--s.pendulum_level = 4
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function s.pencon(e,tp,eg,ep,ev,re,r,rp)
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local c=e:GetHandler()
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return c:IsPreviousLocation(LOCATION_MZONE) and c:IsFaceup()
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end
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function s.pentg(e,tp,eg,ep,ev,re,r,rp,chk)
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if chk==0 then return Duel.CheckLocation(tp,LOCATION_PZONE,0) or Duel.CheckLocation(tp,LOCATION_PZONE,1) end
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end
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function s.penop(e,tp,eg,ep,ev,re,r,rp)
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if not Duel.CheckLocation(tp,LOCATION_PZONE,0) and not Duel.CheckLocation(tp,LOCATION_PZONE,1) then return false end
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local c=e:GetHandler()
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if c:IsRelateToEffect(e) then
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Duel.MoveToField(c,tp,tp,LOCATION_PZONE,POS_FACEUP,true)
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end
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end
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