Commit 759fd220 authored by xiaoye's avatar xiaoye

fix

parent 7b894e5f
......@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -12,7 +12,7 @@ function cm.initial_effect(c)
if not cm.global_check then
cm.global_check=true
local ge1=Effect.CreateEffect(c)
ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
ge1:SetCode(EVENT_MOVE)
ge1:SetCondition(cm.checkcon)
ge1:SetOperation(cm.checkop)
......
......@@ -21,7 +21,7 @@ function cm.operation2(e,tp,eg,ep,ev,re,r,rp)
local e2=vgf.AtkUp(c,c,5000)
vgf.effect.Reset(c,e2,EVENT_BATTLED)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_BATTLED)
e1:SetRange(LOCATION_CIRCLE)
e1:SetReset(RESET_EVENT+RESETS_STANDARD)
......
......@@ -11,7 +11,7 @@ function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local e2=vgf.AtkUp(c,c,10000)
vgf.effect.Reset(c,e2,EVENT_BATTLED)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_BATTLED)
e1:SetRange(LOCATION_CIRCLE)
e1:SetReset(RESET_EVENT+RESETS_STANDARD)
......
......@@ -6,7 +6,7 @@ function cm.initial_effect(c)
if not cm.global_check then
cm.global_check=true
local ge1=Effect.CreateEffect(c)
ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
ge1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
ge1:SetCode(EVENT_SPSUMMON_SUCCESS)
ge1:SetCondition(cm.checkcon)
ge1:SetOperation(cm.checkop)
......
......@@ -3,14 +3,14 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.Rule(c)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e1:SetProperty(EFFECT_FLAG_DELAY)
e1:SetCode(EVENT_MOVE)
e1:SetCondition(cm.con1)
e1:SetOperation(cm.op)
c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e2:SetCode(EVENT_PHASE+PHASE_STANDBY)
e2:SetRange(LOCATION_CREST)
e2:SetCountLimit(1)
......
......@@ -6,7 +6,7 @@ end
function cm.operation(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
e1:SetCode(EVENT_ADJUST)
e1:SetOperation(cm.op)
......
......@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -19,7 +19,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -20,7 +20,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -24,7 +24,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1,m)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1,m)
end
end
function cm.con1(e)
......
......@@ -13,7 +13,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf.AtkUp(c,c,15000)
end
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e1:SetCode(EVENT_BATTLED)
e1:SetCountLimit(1)
e1:SetOperation(cm.op2)
......
......@@ -21,7 +21,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -21,7 +21,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -21,7 +21,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -21,7 +21,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -21,7 +21,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
tc:RegisterEffect(e1)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
elseif vgf.filter.IsV(tc) then
tc:RegisterFlagEffect(FLAG_DEFENSE_ENTIRELY,RESET_EVENT+RESETS_STANDARD,0,1)
tc:RegisterFlagEffect(FLAG_SENTINEL,RESET_EVENT+RESETS_STANDARD,0,1)
end
end
local sg=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
......
......@@ -24,7 +24,7 @@ function cm.op(e,tp,eg,ep,ev,re,r,rp)
vgf.effect.Reset(c,e1,EVENT_BATTLED)
end
local e4=Effect.CreateEffect(c)
e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e4:SetCode(EFFECT_SEND_REPLACE)
e4:SetTarget(cm.reptg)
e4:SetValue(cm.repval)
......
......@@ -3,14 +3,14 @@ local cm,m,o=GetID()
function cm.initial_effect(c)
vgd.Rule(c)
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e1:SetProperty(EFFECT_FLAG_DELAY)
e1:SetCode(EVENT_MOVE)
e1:SetCondition(cm.con1)
e1:SetOperation(cm.op1)
c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_SET)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
e2:SetCode(EVENT_PHASE_START+PHASE_STANDBY)
e2:SetRange(LOCATION_CREST)
e2:SetCountLimit(1)
......
This diff is collapsed.
......@@ -277,7 +277,7 @@ EFFECT_TYPE_TRIGGER_O = 0x0080 --诱发选发效果
EFFECT_TYPE_QUICK_O = 0x0100 --诱发即时效果
EFFECT_TYPE_TRIGGER_F = 0x0200 --诱发必发效果
EFFECT_TYPE_QUICK_F = 0x0400 --诱发即时必发效果(熊猫龙等)
EFFECT_TYPE_SET = 0x0800 --由事件觸發的輔助用效果/永續效果
EFFECT_TYPE_CONTINUOUS = 0x0800 --由事件觸發的輔助用效果/永續效果
EFFECT_TYPE_XMATERIAL = 0x1000 --作为超量素材时超量怪兽获得的效果(十二兽)
EFFECT_TYPE_GRANT = 0x2000 --使其他卡片获得效果(天气模样)
EFFECT_TYPE_TARGET = 0x4000 --影响持续取的对象的效果(基本只用于魔陷)
......@@ -298,7 +298,7 @@ EFFECT_FLAG_BOTH_SIDE = 0x1000 --双方都能使用(部分场地,弹压)
EFFECT_FLAG_COPY_INHERIT = 0x2000 --若由复制的效果產生則继承其Reset属性
EFFECT_FLAG_DAMAGE_STEP = 0x4000 --可以在伤害步骤发动
EFFECT_FLAG_DAMAGE_CAL = 0x8000 --可以在伤害计算时发动
EFFECT_FLAG_DELAY = 0x10000 --場合型誘發效果、用於永續效果的EFFECT_TYPE_SET
EFFECT_FLAG_DELAY = 0x10000 --場合型誘發效果、用於永續效果的EFFECT_TYPE_CONTINUOUS
EFFECT_FLAG_SINGLE_RANGE = 0x20000 --只对自己有效
EFFECT_FLAG_UNCOPYABLE = 0x40000 --不能复制的原始效果(效果外文本)
EFFECT_FLAG_OATH = 0x80000 --誓约效果
......@@ -636,7 +636,7 @@ EVENT_PREDRAW = 1113 --抽卡阶段通常抽卡前
EVENT_SUMMON_NEGATED = 1114 --召唤被无效时
EVENT_FLIP_SUMMON_NEGATED = 1115 --反转召唤被无效时
EVENT_SPSUMMON_NEGATED = 1116 --特殊召唤被无效时
EVENT_SPSUMMON_SUCCESS_G_P = 1117 --EFFECT_SPSUMMON_PROC_G特殊召唤成功前(只能使用EFFECT_TYPE_SET)
EVENT_SPSUMMON_SUCCESS_G_P = 1117 --EFFECT_SPSUMMON_PROC_G特殊召唤成功前(只能使用EFFECT_TYPE_CONTINUOUS)
EVENT_CONTROL_CHANGED = 1120 --控制权变更
EVENT_EQUIP = 1121 --装备卡装备时
EVENT_ATTACK_ANNOUNCE = 1130 --攻击宣言时
......@@ -645,7 +645,7 @@ EVENT_BATTLE_START = 1132 --伤害步骤开始时(反转前)
EVENT_BATTLE_CONFIRM = 1133 --伤害计算前(反转後)
EVENT_PRE_DAMAGE_CALCULATE = 1134 --伤害计算时(羽斬)
EVENT_DAMAGE_CALCULATING = 1135 --N/A
EVENT_PRE_BATTLE_DAMAGE = 1136 --即将产生战斗伤害(只能使用EFFECT_TYPE_SET)
EVENT_PRE_BATTLE_DAMAGE = 1136 --即将产生战斗伤害(只能使用EFFECT_TYPE_CONTINUOUS)
EVENT_BATTLE_END = 1137 --N/A
EVENT_BATTLED = 1138 --伤害计算后(异女、同反转效果时点)
EVENT_BATTLE_DESTROYING = 1139 --以战斗破坏怪兽送去墓地时(BF- 苍炎之修罗)
......@@ -676,7 +676,7 @@ EVENT_CRITICAL_STRIKE = VgID + 1 --暴击值结算时点
EVENT_DAMAGE_TRIGGER = VgID + 2 --受伤判定完毕时点
EVENT_RIDE_START = VgID + 3 --骑升时点
EVENT_SUPPORT = VgID + 4 --支援时点
EVENT_TRIGGERCOUNTUP = VgID + 5 --驱动追加
EVENT_TRIGGER_COUNT_UP = VgID + 5 --驱动追加
EVENT_SING = VgID + 6 --演唱时
EVENT_OVERLAY_FILL = VgID + 7 --灵魂填充时
......@@ -857,7 +857,7 @@ FLAG_ID_NO_NORMAL_DRAW = 3
FLAG_COUNT_TRIGGER = VgID --计数标识
FLAG_ATTACK_TRIGGER = VgID + 1 --多次攻击判定标识
FLAG_DAMAGE_TRIGGER = VgID + 2 --多次伤害判定标识
FLAG_DEFENSE_ENTIRELY = VgID + 3 --完全防御标识
FLAG_SENTINEL = VgID + 3 --完全防御标识
FLAG_CONDITION = VgID + 4 --处于XX状态标识
FLAG_SUPPORT = VgID + 5 --支援状态标识
FLAG_SUPPORTED = VgID + 6 --被支援
......
......@@ -126,6 +126,15 @@ function table.copy(copy, original)
end
end
function table.indexOf(table, element)
for i, value in ipairs(table) do
if value == element then
return i
end
end
return -1
end
function bit.ReturnCount(n)
if n == 0 then
return 0
......@@ -176,7 +185,7 @@ function bit.bnot(a)
end
---返回函数,该函数与f的结果总是相反的。
---@param f function<boolean> 要操作的bool函数
---@param f function 要操作的bool函数
---@return function 经过操作的函数
function VgF.Not(f)
return function(...)
......@@ -433,7 +442,7 @@ VgF.Effect.Damage = nil
function VgF.Effect.Reset(c, e, code, con)
if VgF.GetValueType(e) == "Effect" then
local e1 = Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
e1:SetCode(code)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetRange(LOCATION_ALL)
......@@ -444,7 +453,7 @@ function VgF.Effect.Reset(c, e, code, con)
elseif VgF.GetValueType(e) == "table" then
for i, v in ipairs(e) do
local e1 = Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_SET)
e1:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
e1:SetCode(code)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
e1:SetRange(LOCATION_ALL)
......@@ -506,10 +515,9 @@ function VgF.Condition.FirstCard(e)
local g = Duel.GetMatchingGroup(nil, tp, LOCATION_ALL, 0, nil)
return e:GetHandler() == g:GetFirst()
end
function VgF.Condition.FirstTurn(e)
local tp = e:GetHandlerPlayer()
local a = Duel.GetTurnCount(tp)
local b = Duel.GetTurnCount(1 - tp)
function VgF.Condition.FirstTurn()
local a = Duel.GetTurnCount(0)
local b = Duel.GetTurnCount(1)
return a + b == 1
end
......@@ -579,10 +587,10 @@ end
function VgF.Cost.Discard(val)
return function (e, tp, eg, ep, ev, re, r, rp, chk)
if VgF.GetValueType(val) ~= "number" then return 0 end
local c = e:GetHandler()
local m = c:GetOriginalCode()
if chk == 0 then
if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
local c = e:GetHandler()
local m = c:GetOriginalCode()
VgF.AddAlchemagic(m, "LOCATION_HAND", "LOCATION_DROP", val, val)
end
return VgF.IsExistingMatchingCard(nil, tp, LOCATION_HAND, 0, val, nil)
......@@ -598,11 +606,11 @@ end
function VgF.Cost.EnergyBlast(val)
return function (e, tp, eg, ep, ev, re, r, rp, chk)
if VgF.GetValueType(val) ~= "number" then return 0 end
local c = e:GetHandler()
local m = c:GetOriginalCode()
if chk == 0 then
if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
VgF.AddAlchemagic(m, "LOCATION_CREST", "0", val, val, function(tc) tc:IsCode(CARD_ENERGY) end)
local c = e:GetHandler()
local m = c:GetOriginalCode()
VgF.AddAlchemagic(m, "LOCATION_CREST", "0", val, val, function(tc) return tc:IsCode(CARD_ENERGY) end)
end
return VgF.IsExistingMatchingCard(Card.IsCode, tp, LOCATION_CREST, 0, val, nil, CARD_ENERGY)
end
......@@ -617,10 +625,10 @@ end
function VgF.Cost.SoulBlast(val)
return function (e, tp, eg, ep, ev, re, r, rp, chk)
if VgF.GetValueType(val) ~= "number" then return 0 end
local c = e:GetHandler()
local m = c:GetOriginalCode()
if chk == 0 then
if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
local c = e:GetHandler()
local m = c:GetOriginalCode()
VgF.AddAlchemagic(m, "LOCATION_SOUL", "LOCATION_DROP", val, val)
end
return Duel.GetMatchingGroup(VgF.Filter.IsV, tp, LOCATION_CIRCLE, 0, nil, nil):GetFirst():GetOverlayCount() >= val
......@@ -637,10 +645,10 @@ end
function VgF.Cost.CounterBlast(val)
return function (e, tp, eg, ep, ev, re, r, rp, chk)
if VgF.GetValueType(val) ~= "number" then return 0 end
local c = e:GetHandler()
local m = c:GetOriginalCode()
if chk == 0 then
if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
local c = e:GetHandler()
local m = c:GetOriginalCode()
VgF.AddAlchemagic(m, "LOCATION_DAMAGE", "POSCHANGE", val, val, Card.IsFaceup)
end
return VgF.IsExistingMatchingCard(Card.IsFaceup, tp, LOCATION_DAMAGE, 0, val, nil)
......@@ -756,10 +764,10 @@ end
function VgF.Operation.SoulCharge(val)
return function (e, tp, eg, ep, ev, re, r, rp, chk)
if VgF.GetValueType(val) ~= "number" then return 0 end
local c = e:GetHandler()
local m = c:GetOriginalCode()
if chk == 0 then
if e:IsHasType(EFFECT_TYPE_ACTIVATE) then
local c = e:GetHandler()
local m = c:GetOriginalCode()
VgF.AddAlchemagic(m, "LOCATION_DECK", "LOCATION_SOUL", val, val)
end
return Duel.GetFieldGroupCount(tp, LOCATION_DECK, 0) >= val
......@@ -1501,7 +1509,7 @@ end
---@param to table|string|number 费用的卡送去哪个区域
---@param min table|number|nil 费用的卡的最少数量
---@param max table|number|nil 费用的卡的最多数量
---@param filter table<function<boolean>>|function<boolean>|nil 费用的卡的过滤函数
---@param filter table|function|nil 费用的卡的过滤函数
function VgF.AddAlchemagic(m, from, to, min, max, filter)
local cm = _G["c"..m]
if #from ~= #to then return end
......
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