Auxiliary={}
aux=Auxiliary

function GetID()
	return self_table,self_code
end

function Auxiliary.NULL()
end

function Auxiliary.TRUE()
	return true
end

function Auxiliary.FALSE()
	return false
end

function Auxiliary.AND(...)
	local funs={...}
	return	function(...)
				for _,f in ipairs(funs) do
					if not f(...) then return false end
				end
				return true
			end
end

function Auxiliary.OR(...)
	local funs={...}
	return	function(...)
				for _,f in ipairs(funs) do
					if f(...) then return true end
				end
				return false
			end
end

function Auxiliary.tableAND(...)
	local funs={...}
	return	function(...)
				local ret={}
				for _,f in ipairs(funs) do
					local res={f(...)}
					for _,val in pairs(res) do
						ret[_]=val and (ret[_]==nil or ret[_])
					end
				end
				return ret
			end
end

function Auxiliary.tableOR(...)
	local funs={...}
	return	function(...)
				local ret={}
				for _,f in ipairs(funs) do
					local res={f(...)}
					for _,val in pairs(res) do
						ret[_]=val or not (ret[_]==nil or not ret[_])
					end
				end
				return ret
			end
end

function Auxiliary.NOT(f)
	return	function(...)
				return not f(...)
			end
end

function Auxiliary.TargetEqualFunction(f,value,...)
	local params={...}
	return	function(effect,target)
				return f(target,table.unpack(params))==value
			end
end

function Auxiliary.TargetBoolFunction(f,...)
	local params={...}
	return	function(effect,target)
				return f(target,table.unpack(params))
			end
end

function Auxiliary.FilterEqualFunction(f,value,...)
	local params={...}
	return	function(target)
				return f(target,table.unpack(params))==value
			end
end

function Auxiliary.FilterBoolFunctionEx(f,value)
	return	function(target,scard,sumtype,tp)
				return f(target,value,scard,sumtype,tp)
			end
end

function Auxiliary.FilterBoolFunctionEx2(f,...)
	local params={...}
	return	function(target,scard,sumtype,tp)
				return f(target,scard,sumtype,tp,table.unpack(params))
			end
end

function Auxiliary.FilterBoolFunction(f,...)
	local params={...}
	return	function(target)
				return f(target,table.unpack(params))
			end
end

--Multi purpose token
if not c946 then
	c946 = {}
	setmetatable(c946, Card)
	c946.__tostring=Debug.CardToStringWrapper
	rawset(c946,"__index",c946)
	c946.initial_effect=function()end
end

local function cost_replace_getvalideffs(replacecode,extracon,e,tp,eg,ep,ev,re,r,rp,chk)
	local t={}
	for _,eff in ipairs({Duel.GetPlayerEffect(tp,replacecode)}) do
		if eff:CheckCountLimit(tp) then
		local val=eff:GetValue()
			if type(val)=="number" then
				if val==1 then
					table.insert(t,eff)
				end
			elseif type(val)=="function" then
				if val(eff,e,tp,eg,ep,ev,re,r,rp,chk,extracon) then
					table.insert(t,eff)
				end
			end
		end
	end
	return t
end

function Auxiliary.CostWithReplace(base,replacecode,extracon,alwaysexecute)
	return function(e,tp,eg,ep,ev,re,r,rp,chk)
		if alwaysexecute and not alwaysexecute(e,tp,eg,ep,ev,re,r,rp,0) then return false end
		local cost_chk=base(e,tp,eg,ep,ev,re,r,rp,0)
		if chk==0 then
			if cost_chk then return true end
			for _,eff in ipairs({Duel.GetPlayerEffect(tp,replacecode)}) do
				if eff:CheckCountLimit(tp) then
					local val=eff:GetValue()
					if type(val)=="number" and val==1 then return true end
					if type(val)=="function" and val(eff,e,tp,eg,ep,ev,re,r,rp,chk,extracon) then return true end
				end
			end
			return false
		end
		local effs=cost_replace_getvalideffs(replacecode,extracon,e,tp,eg,ep,ev,re,r,rp,chk)
		if alwaysexecute then alwaysexecute(e,tp,eg,ep,ev,re,r,rp,1) end
		if not cost_chk or #effs>0 then
			local eff=effs[1]
			if #effs>1 then
				local effsPerCard={}
				local effsHandlersGroup=Group.CreateGroup()
				for _,_eff in ipairs(effs) do
					local _effCard=_eff:GetHandler()
					effsHandlersGroup:AddCard(_effCard)
					if not effsPerCard[_effCard] then effsPerCard[_effCard]={} end
					table.insert(effsPerCard[_effCard],_eff)
				end
				local effCard=nil
				if #effsHandlersGroup==1 and (not cost_chk or Duel.SelectEffectYesNo(tp,effCard)) then
					effCard=effsHandlersGroup:GetFirst()
				elseif #effsHandlersGroup>1 then
					while effCard==nil and (not cost_chk or Duel.SelectYesNo(tp,98)) do
						Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RESOLVEEFFECT)
						effCard=effsHandlersGroup:Select(tp,1,1,cost_chk,nil)
					end
					if effCard then effCard=effCard:GetFirst() end
				end
				if not effCard then return base(e,tp,eg,ep,ev,re,r,rp,1) end
				local effsOfThatCard=effsPerCard[effCard]
				if #effsOfThatCard==1 then
					eff=effsOfThatCard[1]
				else
					local desctable={}
					for _,_eff in ipairs(effsOfThatCard) do
						table.insert(desctable,_eff:GetDescription())
					end
					eff=effsOfThatCard[Duel.SelectOption(tp,false,table.unpack(desctable)) + 1]
				end
			elseif cost_chk and not Duel.SelectEffectYesNo(tp,eff:GetHandler()) then
				return base(e,tp,eg,ep,ev,re,r,rp,1)
			end
			local res={eff:GetOperation()(eff,e,tp,eg,ep,ev,re,r,rp,chk,extracon)}
			eff:UseCountLimit(tp)
			return table.unpack(res)
		end
		return base(e,tp,eg,ep,ev,re,r,rp,1)
	end
end


Card.IsMonster=aux.FilterBoolFunction(Card.IsType,TYPE_MONSTER)
Card.IsSpell=aux.FilterBoolFunction(Card.IsType,TYPE_SPELL)
Card.IsTrap=aux.FilterBoolFunction(Card.IsType,TYPE_TRAP)
Card.IsSpellTrap=aux.FilterBoolFunction(Card.IsType,TYPE_SPELL|TYPE_TRAP)

local function make_exact_type_check(type)
	return aux.FilterBoolFunction(Card.IsExactType,type)
end

Card.IsQuickPlaySpell=make_exact_type_check(TYPE_SPELL|TYPE_QUICKPLAY)
Card.IsContinuousSpell=make_exact_type_check(TYPE_SPELL|TYPE_CONTINUOUS)
Card.IsEquipSpell=make_exact_type_check(TYPE_SPELL|TYPE_EQUIP)
Card.IsFieldSpell=make_exact_type_check(TYPE_SPELL|TYPE_FIELD)
Card.IsRitualSpell=make_exact_type_check(TYPE_SPELL|TYPE_RITUAL)
Card.IsLinkSpell=make_exact_type_check(TYPE_SPELL|TYPE_LINK)

Card.IsContinuousTrap=make_exact_type_check(TYPE_TRAP|TYPE_CONTINUOUS)
Card.IsCounterTrap=make_exact_type_check(TYPE_TRAP|TYPE_COUNTER)

Card.IsFusionMonster=make_exact_type_check(TYPE_MONSTER|TYPE_FUSION)
Card.IsRitualMonster=make_exact_type_check(TYPE_MONSTER|TYPE_RITUAL)
Card.IsSynchroMonster=make_exact_type_check(TYPE_MONSTER|TYPE_SYNCHRO)
Card.IsXyzMonster=make_exact_type_check(TYPE_MONSTER|TYPE_XYZ)
Card.IsPendulumMonster=make_exact_type_check(TYPE_MONSTER|TYPE_PENDULUM)
Card.IsLinkMonster=make_exact_type_check(TYPE_MONSTER|TYPE_LINK)

function Card.IsNormalSpell(c)
	return c:GetType()==TYPE_SPELL
end

function Card.IsNormalTrap(c)
	return c:GetType()==TYPE_TRAP
end

function Card.IsNormalSpellTrap(c)
	return c:IsNormalSpell() or c:IsNormalTrap()
end

function Card.IsContinuousSpellTrap(c)
	return c:IsContinuousSpell() or c:IsContinuousTrap()
end

Card.IsEquipCard=aux.FilterBoolFunction(Card.IsType,TYPE_EQUIP)

Card.IsMonsterCard=aux.FilterBoolFunction(Card.IsOriginalType,TYPE_MONSTER)
Card.IsSpellCard=aux.FilterBoolFunction(Card.IsOriginalType,TYPE_SPELL)
Card.IsTrapCard=aux.FilterBoolFunction(Card.IsOriginalType,TYPE_TRAP)
Card.IsSpellTrapCard=aux.FilterBoolFunction(Card.IsOriginalType,TYPE_SPELL|TYPE_TRAP)

function Card.IsTrapMonster(c)
	return c:IsTrapCard() and (c:GetOriginalLevel()>0 or c:GetOriginalAttribute()>0 or c:GetOriginalRace()>0)
end

function Card.GetMainCardType(c)
	return c:GetType()&(TYPE_MONSTER|TYPE_SPELL|TYPE_TRAP)
end

function Card.IsEffectMonster(c)
	return c:IsMonster() and c:IsType(TYPE_EFFECT)
end

function Card.IsNonEffectMonster(c)
	return c:IsMonster() and not c:IsType(TYPE_EFFECT)
end

function Card.IsBaseAttack(c,atk)
	return c:GetBaseAttack()==atk
end
function Card.IsTextAttack(c,atk)
	return c:GetTextAttack()==atk
end
function Card.IsPreviousAttackOnField(c,atk)
	return c:GetPreviousAttackOnField()==atk
end

function Card.IsBaseDefense(c,def)
	return c:HasDefense() and c:GetBaseDefense()==def
end
function Card.IsTextDefense(c,def)
	return c:HasDefense() and c:GetTextDefense()==def
end
function Card.IsPreviousDefenseOnField(c,def)
	return c:HasDefense() and c:GetPreviousDefenseOnField()==def
end

--Returns true if the Level of "c" is between the 2 provided Levels (inclusive)
function Card.IsLevelBetween(c,first_lv,second_lv)
	if first_lv>second_lv then first_lv,second_lv=second_lv,first_lv end
	return c:IsLevelAbove(first_lv) and c:IsLevelBelow(second_lv)
end

function Card.IsOriginalLevel(c,lvl)
	return c:HasLevel() and c:GetOriginalLevel()==lvl
end
function Card.IsPreviousLevelOnField(c,lvl)
	return c:HasLevel() and c:GetPreviousLevelOnField()==lvl
end

function Card.IsOriginalRank(c,rank)
	return c:HasRank() and c:GetOriginalRank()==rank
end
function Card.IsPreviousRankOnField(c,rank)
	return c:HasRank() and c:GetPreviousRankOnField()==rank
end

function Card.IsScale(c,scale)
	return c:GetScale()==scale
end

function Card.IsNormalSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_NORMAL)
end
function Card.IsTributeSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_TRIBUTE)
end
function Card.IsFlipSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_FLIP)
end
function Card.IsGeminiSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_GEMINI)
end
function Card.IsSpecialSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_SPECIAL)
end
function Card.IsRitualSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_RITUAL)
end
function Card.IsFusionSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_FUSION)
end
function Card.IsSynchroSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_SYNCHRO)
end
function Card.IsXyzSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_XYZ)
end
function Card.IsPendulumSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_PENDULUM)
end
function Card.IsLinkSummoned(c)
	return c:IsSummonType(SUMMON_TYPE_LINK)
end

function Card.IsPreviousAttributeOnField(c,attr)
	return c:GetPreviousAttributeOnField()&attr>0
end
function Card.IsPreviousRaceOnField(c,race)
	return c:GetPreviousRaceOnField()&race>0
end
function Card.IsPreviousTypeOnField(c,card_type)
	return c:GetPreviousTypeOnField()&card_type>0
end
function Card.IsPreviousCodeOnField(c,...)
	local code1,code2=c:GetPreviousCodeOnField()
	local codes={...}
	for _,code in ipairs(codes) do
		if code1==code or code2==code then
			return true
		end
	end
	return false
end
function Card.IsPreviousSequence(c,seq)
	return c:GetPreviousSequence()==seq
end

function Card.IsOwner(c,player)
	return c:GetOwner()==player
end

function Card.IsBattlePosition(c,pos)
	return c:GetBattlePosition()==pos
end

function Card.HasCounter(c,counter)
	return c:GetCounter(counter)>0
end
function Card.HasEquipCard(c)
	return c:GetEquipCount()>0
end

function Card.IsDestination(c,dest)
	return c:GetDestination()==dest
end
function Card.IsLeaveFieldDest(c,dest)
	return c:GetLeaveFieldDest()==dest
end

function Card.IsFieldID(c,fid)
	return c:GetFieldID()==fid
end
function Card.IsRealFieldID(c,fid)
	return c:GetRealFieldID()==fid
end

--Returns true if the reason card of "c" is "rc"
function Card.IsReasonCard(rc,c)
	return c:GetReasonCard()==rc
end
function Card.IsReasonEffect(c,eff)
	return c:GetReasonEffect()==eff
end
function Card.IsReasonPlayer(c,player)
	return c:GetReasonPlayer()==player
end

local function setcodecondition(e)
	local c=e:GetHandler()
	local label=e:GetLabel()
	if label>0 and c:GetOriginalCodeRule()==label then
		return c:IsCode(c:GetOriginalCodeRule())
	else
		return true
	end
end

function Card.AddSetcodesRule(c,code,copyable,...)
	local prop=0
	if not copyable then prop=EFFECT_FLAG_UNCOPYABLE end
	local t={}
	for _,setcode in pairs({...}) do
		local e=Effect.CreateEffect(c)
		e:SetType(EFFECT_TYPE_SINGLE)
		e:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+prop)
		e:SetCode(EFFECT_ADD_SETCODE)
		e:SetValue(setcode)
		e:SetLabel(code)
		e:SetCondition(setcodecondition)
		c:RegisterEffect(e)
		table.insert(t,e)
	end
	return t
end

function Card.CheckAdjacent(c)
	local p=c:GetControler()
	local seq=c:GetSequence()
	if seq>4 then return false end
	return (seq>0 and Duel.CheckLocation(p,LOCATION_MZONE,seq-1))
		or (seq<4 and Duel.CheckLocation(p,LOCATION_MZONE,seq+1))
end

function Card.SelectAdjacent(c,sel_player)
	local seq=c:GetSequence()
	if seq>4 then return end
	local flag=0
	local targ_player=c:GetControler()
	if seq>0 and Duel.CheckLocation(targ_player,LOCATION_MZONE,seq-1) then flag=flag|(0x1<<seq-1) end
	if seq<4 and Duel.CheckLocation(targ_player,LOCATION_MZONE,seq+1) then flag=flag|(0x1<<seq+1) end
	if flag==0 then return end
	local sel_player=sel_player==nil and targ_player or sel_player
	local loc1=targ_player==sel_player and LOCATION_MZONE or 0
	local loc2=loc1==0 and LOCATION_MZONE or 0
	local shift=loc2*4
	Duel.Hint(HINT_SELECTMSG,sel_player,HINTMSG_TOZONE)
	local zone=(Duel.SelectDisableField(sel_player,1,loc1,loc2,~(flag<<shift)))>>shift
	Duel.Hint(HINT_ZONE,targ_player,zone)
	return math.log(zone,2)
end

function Card.MoveAdjacent(c,sel_player)
	local seq=c:GetSequence()
	if seq>4 then return end
	local flag=0
	local targ_player=c:GetControler()
	if seq>0 and Duel.CheckLocation(targ_player,LOCATION_MZONE,seq-1) then flag=flag|(0x1<<seq-1) end
	if seq<4 and Duel.CheckLocation(targ_player,LOCATION_MZONE,seq+1) then flag=flag|(0x1<<seq+1) end
	if flag==0 then return end
	local sel_player=sel_player==nil and targ_player or sel_player
	local loc1=targ_player==sel_player and LOCATION_MZONE or 0
	local loc2=loc1==0 and LOCATION_MZONE or 0
	local shift=loc2*4
	Duel.Hint(HINT_SELECTMSG,sel_player,HINTMSG_TOZONE)
	local zone=Duel.SelectDisableField(sel_player,1,loc1,loc2,~(flag<<shift))
	Duel.MoveSequence(c,math.log(zone>>shift,2))
end

function Card.IsColumn(c,seq,tp,loc)
	if not c:IsOnField() then return false end
	local cseq=c:GetSequence()
	local seq=seq
	local loc=loc or c:GetLocation()
	local tp=tp or c:GetControler()
	if c:IsLocation(LOCATION_MZONE) then
		if cseq==5 then cseq=1 end
		if cseq==6 then cseq=3 end
	else
		if cseq==6 then cseq=5 end
	end
	if loc==LOCATION_MZONE then
		if seq==5 then seq=1 end
		if seq==6 then seq=3 end
	else
		if seq==6 then seq=5 end
	end
	if c:IsControler(tp) then
		return cseq==seq
	else
		return cseq==4-seq
	end
end

function Card.UpdateAttack(c,amt,reset,rc,reset_count)
	rc=rc or c
	local r=(c==rc) and RESETS_STANDARD_DISABLE or RESETS_STANDARD
	reset=reset or RESET_EVENT+r
	reset_count=reset_count or 1
	local atk=c:GetAttack()
	--Increase or decrease its ATK by the given value
	local e1=Effect.CreateEffect(rc)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_UPDATE_ATTACK)
	e1:SetValue(amt)
	e1:SetReset(reset,reset_count)
	c:RegisterEffect(e1)
	return c:GetAttack()-atk
end

function Card.UpdateDefense(c,amt,reset,rc,reset_count)
	rc=rc or c
	local r=(c==rc) and RESETS_STANDARD_DISABLE or RESETS_STANDARD
	reset=reset or RESET_EVENT+r
	reset_count=reset_count or 1
	local def=c:GetDefense()
	--Increase or decrease its DEF by the given value
	local e1=Effect.CreateEffect(rc)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_UPDATE_DEFENSE)
	e1:SetValue(amt)
	e1:SetReset(reset,reset_count)
	c:RegisterEffect(e1)
	return c:GetDefense()-def
end

function Card.UpdateLevel(c,amt,reset,rc)
	rc=rc or c
	local r=(c==rc) and RESETS_STANDARD_DISABLE or RESETS_STANDARD
	reset=reset or RESET_EVENT+r
	local lv=c:GetLevel()
	if c:IsLevelBelow(2147483647) then
		if lv+amt<=0 then amt=-(lv-1) end --Unlike ATK, if amt is too much should reduce as much as possible
		local e1=Effect.CreateEffect(rc)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LEVEL)
		e1:SetValue(amt)
		e1:SetReset(reset)
		c:RegisterEffect(e1)
		return c:GetLevel()-lv
	end
	return 0
end

function Card.UpdateRank(c,amt,reset,rc)
	rc=rc or c
	local r=(c==rc) and RESETS_STANDARD_DISABLE or RESETS_STANDARD
	reset=reset or RESET_EVENT+r
	local rk=c:GetRank()
	if c:IsRankBelow(2147483647) then
		if rk+amt<=0 then amt=-(rk-1) end --See Card.UpdateLevel
		local e1=Effect.CreateEffect(rc)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_RANK)
		e1:SetValue(amt)
		e1:SetReset(reset)
		c:RegisterEffect(e1)
		return c:GetRank()-rk
	end
	return 0
end

function Card.UpdateLink(c,amt,reset,rc)
	rc=rc or c
	local r=(c==rc) and RESETS_STANDARD_DISABLE or RESETS_STANDARD
	reset=reset or RESET_EVENT+r
	local lk=c:GetLink()
	if c:IsLinkBelow(2147483647) then
		if lk+amt<=0 then amt=-(lk-1) end --See Card.UpdateLevel
		local e1=Effect.CreateEffect(rc)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LINK)
		e1:SetValue(amt)
		e1:SetReset(reset)
		c:RegisterEffect(e1)
		return c:GetLink()-lk
	end
	return 0
end

function Card.UpdateScale(c,amt,reset,rc)
	rc=rc or c
	local r=(c==rc) and RESETS_STANDARD_DISABLE or RESETS_STANDARD
	reset=reset or RESET_EVENT+r
	local scl=c:GetLeftScale()
	if scl then
		if scl+amt<=0 then amt = -(scl-1) end --See Card.UpdateLevel
		local e1=Effect.CreateEffect(rc)
		e1:SetType(EFFECT_TYPE_SINGLE)
		e1:SetCode(EFFECT_UPDATE_LSCALE)
		e1:SetValue(amt)
		e1:SetReset(reset)
		c:RegisterEffect(e1)
		local e2=e1:Clone()
		e2:SetCode(EFFECT_UPDATE_RSCALE)
		c:RegisterEffect(e2)
		return c:GetLeftScale()-scl
	end
	return 0
end

function Card.GetToBeLinkedZone(tc,c,tp,clink,emz)
	local zone=0
	local seq=tc:GetSequence()
	if tc:IsLocation(LOCATION_MZONE) and tc:IsControler(tp) then
		if c:IsLinkMarker(LINK_MARKER_LEFT) and seq < 4 and (not clink or tc:IsLinkMarker(LINK_MARKER_RIGHT)) then zone=zone|(1<<seq+1) end
		if c:IsLinkMarker(LINK_MARKER_RIGHT) and seq > 0 and seq <= 4 and (not clink or tc:IsLinkMarker(LINK_MARKER_LEFT)) then zone=zone|(1<<seq-1) end
		if c:IsLinkMarker(LINK_MARKER_TOP_RIGHT) and (seq == 5 or seq == 6) and (not clink or tc:IsLinkMarker(LINK_MARKER_BOTTOM_LEFT)) then zone=zone|(1<<2*(seq-5)) end
		if c:IsLinkMarker(LINK_MARKER_TOP) and (seq == 5 or seq == 6) and (not clink or tc:IsLinkMarker(LINK_MARKER_BOTTOM)) then zone=zone|(1<<2*(seq-5)+1) end
		if c:IsLinkMarker(LINK_MARKER_TOP_LEFT) and (seq == 5 or seq == 6) and (not clink or tc:IsLinkMarker(LINK_MARKER_BOTTOM_RIGHT)) then zone=zone|(1<<2*(seq-5)+2) end
		if emz and c:IsLinkMarker(LINK_MARKER_BOTTOM_LEFT) and (seq == 0 or seq == 2) and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP_RIGHT)) then zone=zone|(1<<5+seq/2) end
		if emz and c:IsLinkMarker(LINK_MARKER_BOTTOM) and (seq == 1 or seq == 3) and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP)) then zone=zone|(1<<5+(seq-1)/2) end
		if emz and c:IsLinkMarker(LINK_MARKER_BOTTOM_RIGHT) and (seq == 2 or seq == 4) and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP_LEFT)) then zone=zone|(1<<5+(seq-2)/2) end
	elseif tc:IsLocation(LOCATION_MZONE) then
		if c:IsLinkMarker(LINK_MARKER_TOP_RIGHT) and (seq == 5 or seq == 6 or (emz and (seq == 0 or seq == 2))) and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP_RIGHT)) then
			if seq == 5 or seq == 6 then
				zone=zone|(1<<-2*(seq-5)+2)
			else
				zone=zone|(1<<-seq/2+6)
			end
		end
		if c:IsLinkMarker(LINK_MARKER_TOP) and (seq == 5 or seq == 6 or (emz and (seq == 1 or seq == 3))) and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP)) then
			if seq == 5 or seq == 6 then
				zone=zone|(1<<-2*(seq-5)+3)
			else
				zone=zone|(1<<-(seq-1)/2+6)
			end
		end
		if c:IsLinkMarker(LINK_MARKER_TOP_LEFT) and (seq == 2 or seq == 4 or (emz and (seq == 2 or seq == 4))) and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP_LEFT)) then
			if seq == 5 or seq == 6 then
				zone=zone|(1<<-2*(seq-5)+4)
			else
				zone=zone|(1<<-(seq-2)/2+6)
			end
		end
	elseif tc:IsLocation(LOCATION_SZONE) and tc:IsControler(tp) then
		if c:IsLinkMarker(LINK_MARKER_BOTTOM_LEFT) and seq < 4 and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP_RIGHT)) then zone=zone|(1<<(seq+1)) end
		if c:IsLinkMarker(LINK_MARKER_BOTTOM) and seq <= 4 and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP)) then zone=zone|(1<<seq) end
		if c:IsLinkMarker(LINK_MARKER_BOTTOM_RIGHT) and seq > 0 and seq <= 4 and (not clink or tc:IsLinkMarker(LINK_MARKER_TOP_LEFT)) then zone=zone(1<<(seq-1)) end
	end
	return zone
end

function Card.GetScale(c)
	if not c:IsType(TYPE_PENDULUM) then return 0 end
	local sc=0
	if c:IsLocation(LOCATION_PZONE) then
		local seq=c:GetSequence()
		if seq==0 --mr4+ pzones
		or seq==1 --three columns field pzones
		or seq==6 --mr3 pzones
		then sc=c:GetLeftScale() else sc=c:GetRightScale() end
	else
		sc=c:GetLeftScale()
	end
	return sc
end

function Card.IsOddScale(c)
	if not c:IsType(TYPE_PENDULUM) then return false end
	return c:GetScale() % 2 ~= 0
end

function Card.IsEvenScale(c)
	if not c:IsType(TYPE_PENDULUM) then return false end
	return c:GetScale() % 2 == 0
end

function Card.CanSummonOrSet(...)
	return Card.IsSummonable(...) or Card.IsMSetable(...)
end

function Card.IsBattleDestroyed(c)
	return c:IsStatus(STATUS_BATTLE_DESTROYED) and c:IsReason(REASON_BATTLE)
end

function Card.IsInMainMZone(c,tp)
	return c:IsLocation(LOCATION_MMZONE) and (not tp or c:IsControler(tp))
end

function Card.IsInExtraMZone(c,tp)
	return c:IsLocation(LOCATION_EMZONE) and (not tp or c:IsControler(tp))
end

function Card.AnnounceAnotherAttribute(c,tp)
	local att=c:GetAttribute()
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATTRIBUTE)
	return Duel.AnnounceAttribute(tp,1,att&(att-1)==0 and (~att&ATTRIBUTE_ALL) or ATTRIBUTE_ALL)
end

function Card.IsAttributeExcept(c,att,scard,sumtype,playerid)
	sumtype=sumtype==nil and 0 or sumtype
	playerid=playerid==nil and PLAYER_NONE or playerid
	local _att=c:GetAttribute(scard,sumtype,playerid)
	return (_att&att)~=_att
end

function Card.AnnounceAnotherRace(c,tp)
	local race=c:GetRace()
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RACE)
	return Duel.AnnounceRace(tp,1,race&(race-1)==0 and (~race&RACE_ALL) or RACE_ALL)
end

function Card.IsRaceExcept(c,race,scard,sumtype,playerid)
	sumtype=sumtype==nil and 0 or sumtype
	playerid=playerid==nil and PLAYER_NONE or playerid
	local _race=c:GetRace(scard,sumtype,playerid)
	return (_race&race)~=_race
end

--Checks whether the card is located at any of the sequences passed as arguments.
function Card.IsSequence(c,...)
	local arg={...}
	local seq=c:GetSequence()
	for _,v in ipairs(arg) do
		if seq==v then return true end
	end
	return false
end

--Checks wheter a card has a level or not
--For Links: false. For Xyzs: false, except if affected by  "EFFECT_RANK_LEVEL..." effects
--For Dark Synchros: true, because they have a negative level. For level 0: true, because 0 is a value
function Card.HasLevel(c)
	if c:IsMonster() then
		return c:GetType()&TYPE_LINK~=TYPE_LINK
			and (c:GetType()&TYPE_XYZ~=TYPE_XYZ and not (c:IsHasEffect(EFFECT_RANK_LEVEL) or c:IsHasEffect(EFFECT_RANK_LEVEL_S)))
			and not c:IsStatus(STATUS_NO_LEVEL)
	elseif c:IsOriginalType(TYPE_MONSTER) then
		return not (c:IsOriginalType(TYPE_XYZ+TYPE_LINK) or c:IsStatus(STATUS_NO_LEVEL))
	end
	return false
end
--Returns true if the card "c" has a Rank
function Card.HasRank(c)
	if c:IsMonster() then
		return c:IsType(TYPE_XYZ) or (c:HasLevel() and (c:IsHasEffect(EFFECT_LEVEL_RANK) or c:IsHasEffect(EFFECT_LEVEL_RANK_S)))
	elseif c:IsOriginalType(TYPE_MONSTER) then
		return c:IsOriginalType(TYPE_XYZ)
	end
	return false
end
--Returns true if the card "c" has DEF
function Card.HasDefense(c)
	if c:IsMonster() then
		return not (c:IsType(TYPE_LINK) or c:IsMaximumMode())
	elseif c:IsOriginalType(TYPE_MONSTER) then
		return not c:IsOriginalType(TYPE_LINK)
	end
	return false
end

--Returns true if the Card "c" has the flag effect with code "id"
function Card.HasFlagEffect(c,id,ct)
	return c:GetFlagEffect(id)>=(ct or 1)
end
--Returns true if the player "tp" has the flag effect with code "id"
function Duel.HasFlagEffect(tp,id,ct)
	return Duel.GetFlagEffect(tp,id)>=(ct or 1)
end

--Negates the effect of the selected card.
--Useful to reduce clutter with effects like "but its effects are negated".
function Card.NegateEffects(tc,c,reset,negates_cards,ct)
	if not reset then reset=RESET_EVENT|RESETS_STANDARD end
	reset=reset|(RESET_EVENT|RESETS_STANDARD)
	local trap_monster_chk=negates_cards and tc:IsType(TYPE_TRAPMONSTER)
	if trap_monster_chk then reset=reset&~(RESET_TOFIELD|RESET_LEAVE|RESET_TURN_SET) end
	if not ct then ct=1 end
	Duel.NegateRelatedChain(tc,RESET_TURN_SET)
	--Negate its effects
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetCode(EFFECT_DISABLE)
	e1:SetReset(reset,ct)
	tc:RegisterEffect(e1)
	local e2=e1:Clone()
	e2:SetCode(EFFECT_DISABLE_EFFECT)
	e2:SetValue(RESET_TURN_SET)
	tc:RegisterEffect(e2)
	if trap_monster_chk then
		local e3=e1:Clone()
		e3:SetCode(EFFECT_DISABLE_TRAPMONSTER)
		tc:RegisterEffect(e3)
	end
end

function Card.GetMetatable(c,currentCode)
	if currentCode then return _G["c" .. c:GetCode()] end
	return c.__index
end

function Duel.GetMetatable(code)
	return _G["c" .. code]
end

-- Load the target's card metatable in the duel, and makes so that
-- the current loaded one gets replaced by it.
-- This will basically make the script that called this function behave
-- like script loading for alt arts work
function Duel.LoadCardScriptAlias(code)
	for key in pairs(self_table) do
		if key~="__index" and key~="__tostring" then
			error("Duel.LoadCardScriptAlias must be called in an empty script context",2)
		end
	end
	local newtable=Duel.LoadCardScript(code)
	rawset(self_table,"__index",newtable)
	_G["c"..self_code] = newtable
end

function Duel.LoadCardScript(code)
	if type(code)=="number" then
		code="c"..code..".lua"
	elseif type(code)~="string" then
		error("Parameter 1 should be \"number\" or \"string\"",2)
	end
	local card=string.sub(code,0,string.len(code)-4)
	if not _G[card] then
		local oldtable,oldcode=GetID()
		_G[card] = {}
		self_table=_G[card]
		setmetatable(self_table, Card)
		rawset(self_table,"__index",self_table)
		self_table.__tostring=Debug.CardToStringWrapper
		self_code=tonumber(string.sub(card,2))
		Duel.LoadScript(code)
		self_table=oldtable
		self_code=oldcode
	end
	return _G[card]
end


function Effect.IsMonsterEffect(e)
	return e:IsActiveType(TYPE_MONSTER)
end

function Effect.IsSpellEffect(e)
	return e:IsActiveType(TYPE_SPELL)
end

function Effect.IsTrapEffect(e)
	return e:IsActiveType(TYPE_TRAP)
end

function Effect.IsSpellTrapEffect(e)
	return e:IsActiveType(TYPE_SPELL|TYPE_TRAP)
end


bit={}
function bit.band(a,b)
	return a&b
end
function bit.bor(a,b)
	return a|b
end
function bit.bxor(a,b)
	return a~b
end
function bit.lshift(a,b)
	return a<<b
end
function bit.rshift(a,b)
	return a>>b
end
function bit.bnot(a)
	return ~a
end

local function fieldargs(f,width)
	local w=width or 1
	assert(f>=0,"field cannot be negative")
	assert(w>0,"width must be positive")
	assert(f+w<=64,"trying to access non-existent bits")
	return f,~(-1<<w)
end

function bit.extract(r,field,width)
	local f,m=fieldargs(field,width)
	return (r>>f)&m
end

function bit.replace(r,v,field,width)
	local f,m=fieldargs(field,width)
	return (r&~(m<<f))|((v&m)<< f)
end

function Auxiliary.Stringid(code,id)
	return (id&0xfffff)|code<<20
end

function Group.ForEach(g,f,...)
	for tc in aux.Next(g) do
		f(tc,...)
	end
end

function Auxiliary.Next(g)
	local first=true
	return	function()
				if first then first=false return g:GetFirst()
				else return g:GetNext() end
			end
end
Group.Iter=Auxiliary.Next

--used for Material Types Filter Bool (works for IsRace, IsAttribute, IsType)
function Auxiliary.FilterSummonCode(...)
	local params={...}
	return	function(c,scard,sumtype,tp)
				return c:IsSummonCode(scard,sumtype,tp,table.unpack(params))
			end
end

local function GetMulti(tab,key,...)
	if not key then return nil end
	return (tab[key]~=nil and tab[key]) or GetMulti(tab,...)
end
function Auxiliary.ParamsFromTable(tab,key,...)
	if key then
		local val
		if type(key)=="table" then
			val=GetMulti(tab,table.unpack(key))
		else
			val=tab[key]
		end
		if ... then
			return val,Auxiliary.ParamsFromTable(tab,...)
		else
			if key == "vaargs" and type(val)=="table" then
				return table.unpack(val)
			end
			return val
		end
	end
end
function aux.FunctionWithNamedArgs(f,...)
	local args={...}
	return function(tab,...)
		if type(tab)=="table" then
			return f(Auxiliary.ParamsFromTable(tab,table.unpack(args)))
		else
			return f(tab,...)
		end
	end
end
function Auxiliary.GetExtraMaterials(tp,mustg,sc,summon_type)
	local tg=Group.CreateGroup()
	mustg = mustg or Group.CreateGroup()
	local eff={Duel.GetPlayerEffect(tp,EFFECT_EXTRA_MATERIAL)}
	local t={}
	for _,te in ipairs(eff) do
		if te:CheckCountLimit(tp) then
			local eg=te:GetValue()(0,summon_type,te,tp,sc)-mustg
			eg:KeepAlive()
			tg=tg+eg
			local efun=te:GetOperation() or aux.TRUE
			table.insert(t,{eg,efun,te})
		end
	end
	return t,tg
end
function Auxiliary.CheckValidExtra(c,tp,sg,mg,lc,emt,filt)
	local res=false
	filt=filt or {}
	for _,ex in ipairs(emt) do
		if ex[1]:IsContains(c) and ex[2](c,ex[3],tp,sg,mg,lc,ex[1],0) then
			res=true
			table.insert(filt,ex)
		end
	end
	return res
end
function Auxiliary.DeleteExtraMaterialGroups(emt)
	for _,ex in ipairs(emt) do
		if ex[3]:GetValue() then
			ex[3]:GetValue()(2,nil,ex[3],ex[1])
		end
		ex[1]:DeleteGroup()
	end
end
function Auxiliary.GetMustBeMaterialGroup(tp,eg,sump,sc,g,r)
	--- eg all default materials, g - valid materials
	local eff={Duel.GetPlayerEffect(tp,EFFECT_MUST_BE_MATERIAL)}
	local sg=Group.CreateGroup()
	for _,te in ipairs(eff) do
		local val=type(te:GetValue())=='function' and te:GetValue()(te,eg,sump,sc,g) or te:GetValue()
		if val&r>0 then
			sg:AddCard(te:GetHandler())
		end
	end
	return sg
end

--for additional registers
Card.RegisterEffect=(function()
	local oldf=Card.RegisterEffect
	return function(c,e,forced,...)
		local reg_e=oldf(c,e,forced)
		if not reg_e or reg_e<=0 then return reg_e end
		local prop=EFFECT_FLAG_CANNOT_DISABLE|EFFECT_FLAG_IGNORE_IMMUNE|EFFECT_FLAG_SET_AVAILABLE
		if e:IsHasProperty(EFFECT_FLAG_UNCOPYABLE) then prop=prop|EFFECT_FLAG_UNCOPYABLE end
		local resetflag,resetcount=e:GetReset()
		for _,code in ipairs({...}) do
			local e2=Effect.CreateEffect(c)
			e2:SetType(EFFECT_TYPE_SINGLE)
			e2:SetProperty(prop,EFFECT_FLAG2_MAJESTIC_MUST_COPY)
			e2:SetCode(code)
			e2:SetLabelObject(e)
			e2:SetLabel(c:GetOriginalCode())
			if resetflag and resetcount then
				e2:SetReset(resetflag,resetcount)
			elseif resetflag then
				e2:SetReset(resetflag)
			end
			c:RegisterEffect(e2)
		end
		return reg_e
	end
end)()

function Card.GetMarkedEffects(c,code)
	local effs={}
	for _,flag_eff in ipairs({c:GetOwnEffects()}) do
		if flag_eff:GetCode()==code and flag_eff:IsHasType(EFFECT_TYPE_SINGLE) then
			local eff=flag_eff:GetLabelObject()
			if eff then table.insert(effs,eff) end
		end
	end
	return effs
end

function Card.ListsCodeAsMaterial(c,...)
	if not c.material then return false end
	local codes={...}
	for _,code in ipairs(codes) do
		for _,mcode in ipairs(c.material) do
			if code==mcode then return true end
		end
	end
	return false
end
local function MatchSetcode(set_code,to_match)
	return (set_code&0xfff)==(to_match&0xfff) and (set_code&to_match)==set_code;
end
function Card.ListsArchetypeAsMaterial(c,...)
	if not c.material_setcode then return false end
	local setcodes={...}
	for _,setcode in ipairs(setcodes) do
		if type(c.material_setcode)=='table' then
			for _,v in ipairs(c.material_setcode) do
				if MatchSetcode(setcode,v) then return true end
			end
		else
			if MatchSetcode(setcode,c.material_setcode) then return true end
		end
	end
	return false
end
--Returns true if the Card "c" specifically lists any of the card IDs in "..."
function Card.ListsCode(c,...)
	if c.listed_names then
		local codes={...}
		for _,wanted in ipairs(codes) do
			for _,cardcode in ipairs(c.listed_names) do
				if wanted==cardcode then return true end
			end
		end
	elseif c.fit_monster then
		local codes={...}
		for _,wanted in ipairs(codes) do
			for _,listed in ipairs(c.fit_monster) do
				if wanted==listed then return true end
			end
		end
	end
	return false
end
--Returns true if the Card "c" specifically lists the name of a card that is part of an archetype in "..."
function Card.ListsCodeWithArchetype(c,...)
	if not c.listed_names then return false end
	local setcodes={...}
	for _,cardcode in ipairs(c.listed_names) do
		local match_setcodes={Duel.GetCardSetcodeFromCode(cardcode)}
		if #match_setcodes>0 then
			for _,setcode in ipairs(setcodes) do
				for _,to_match in ipairs(match_setcodes) do
					if MatchSetcode(setcode,to_match) then return true end
				end
			end
		end
	end
	return false
end
--Returns true if the Card "c" specifically lists any of the card types in "..."
function Card.ListsCardType(c,...)
	if not c.listed_card_types then return false end
	local card_types={...}
	for _,typ in ipairs(card_types) do
		for _,typp in ipairs(c.listed_card_types) do
			if (typ&typp)~=0 then return true end
		end
	end
	return false
end
--Returns true if the Card "c" lists any of the setcodes passed in "..."
function Card.ListsArchetype(c,...)
	if not c.listed_series then return false end
	local listed_archetypes={...}
	for _,wanted in ipairs(listed_archetypes) do
		for _,listed in ipairs(c.listed_series) do
			if wanted==listed then return true end
		end
	end
	return false
end
--"Can be negated" check for monsters
function Card.IsNegatableMonster(c)
	return c:IsFaceup() and not c:IsDisabled() and (not c:IsNonEffectMonster() or c:GetOriginalType()&TYPE_EFFECT~=0)
end
--"Can be negated" check for Spells/Traps
function Card.IsNegatableSpellTrap(c)
	return c:IsFaceup() and not c:IsDisabled() and c:IsSpellTrap()
end
--"Can be negated" check for cards
function Card.IsNegatable(c)
	return c:IsNegatableMonster() or c:IsNegatableSpellTrap()
end
--condition of EVENT_BATTLE_DESTROYING
function Auxiliary.bdcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsRelateToBattle()
end
--condition of EVENT_BATTLE_DESTROYING + opponent monster
function Auxiliary.bdocon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsRelateToBattle() and c:IsStatus(STATUS_OPPO_BATTLE)
end
--condition of EVENT_BATTLE_DESTROYING + to_grave
function Auxiliary.bdgcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	return c:IsRelateToBattle() and bc:IsLocation(LOCATION_GRAVE) and bc:IsMonster()
end
--condition of EVENT_BATTLE_DESTROYING + opponent monster + to_grave
function Auxiliary.bdogcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local bc=c:GetBattleTarget()
	return c:IsRelateToBattle() and c:IsStatus(STATUS_OPPO_BATTLE) and bc:IsLocation(LOCATION_GRAVE) and bc:IsMonster()
end
--condition of EVENT_TO_GRAVE + destroyed_by_opponent_from_field
function Auxiliary.dogcon(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	return c:IsPreviousControler(tp) and c:IsReason(REASON_DESTROY) and rp==1-tp
end
--condition of "except the turn this card was sent to the Graveyard"
function Auxiliary.exccon(e)
	return Duel.GetTurnCount()~=e:GetHandler():GetTurnID() or e:GetHandler():IsReason(REASON_RETURN)
end
--flag effect for spell counter
function Auxiliary.chainreg(e,tp,eg,ep,ev,re,r,rp)
	if e:GetHandler():GetFlagEffect(1)==0 then
		e:GetHandler():RegisterFlagEffect(1,RESET_EVENT+RESETS_STANDARD-RESET_TURN_SET+RESET_CHAIN,0,1)
	end
end
--default filter for EFFECT_CANNOT_BE_BATTLE_TARGET
function Auxiliary.imval1(e,c)
	return not c:IsImmuneToEffect(e)
end
--default filter for EFFECT_CANNOT_BE_BATTLE_TARGET + opponent
function Auxiliary.imval2(e,c)
	return Auxiliary.imval1(e,c) and c:GetControler()~=e:GetHandlerPlayer()
end
--filter for EFFECT_CANNOT_BE_EFFECT_TARGET + opponent
function Auxiliary.tgoval(e,re,rp)
	return rp~=e:GetHandlerPlayer()
end
--filter for EFFECT_INDESTRUCTABLE_EFFECT + self
function Auxiliary.indsval(e,re,rp)
	return rp==e:GetHandlerPlayer()
end
--filter for EFFECT_INDESTRUCTABLE_EFFECT + opponent
function Auxiliary.indoval(e,re,rp)
	return rp==1-e:GetHandlerPlayer()
end
--filter for non-zero ATK monsters
function Card.HasNonZeroAttack(c)
	return c:IsFaceup() and c:GetAttack()>0
end
--filter for non-zero DEF monsters
function Card.HasNonZeroDefense(c)
	return c:IsFaceup() and c:GetDefense()>0
end
--flag effect for summon/sp_summon turn
function Auxiliary.sumreg(e,tp,eg,ep,ev,re,r,rp)
	local code=e:GetLabel()
	for tc in aux.Next(eg) do
		if tc:GetOriginalCode()==code then
			tc:RegisterFlagEffect(code,RESETS_STANDARD_PHASE_END,0,1)
		end
	end
end
function Auxiliary.sumlimit(sumtype)
	return function(e,se,sp,st)
		return (st&sumtype)==sumtype
	end
end
--sp_summon condition for fusion monster
function Auxiliary.fuslimit(e,se,sp,st)
	return aux.sumlimit(SUMMON_TYPE_FUSION)(e,se,sp,st)
end
--sp_summon condition for ritual monster
function Auxiliary.ritlimit(e,se,sp,st)
	return aux.sumlimit(SUMMON_TYPE_RITUAL)(e,se,sp,st)
end
--sp_summon condition for synchro monster
function Auxiliary.synlimit(e,se,sp,st)
	return aux.sumlimit(SUMMON_TYPE_SYNCHRO)(e,se,sp,st)
end
--sp_summon condition for xyz monster
function Auxiliary.xyzlimit(e,se,sp,st)
	return aux.sumlimit(SUMMON_TYPE_XYZ)(e,se,sp,st)
end
--sp_summon condition for pendulum monster
function Auxiliary.penlimit(e,se,sp,st)
	return aux.sumlimit(SUMMON_TYPE_PENDULUM)(e,se,sp,st)
end
--sp_summon condition for link monster
function Auxiliary.lnklimit(e,se,sp,st)
	return aux.sumlimit(SUMMON_TYPE_LINK)(e,se,sp,st)
end

--Registers a "Cannot be Normal Summoned" Summoning condition to card "c"
function Card.AddCannotBeNormalSummoned(c)
	--Cannot be Normal Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_CANNOT_SUMMON)
	c:RegisterEffect(e0)
	return e0
end

--Registers a "Cannot be Flip Summoned" Summoning condition to card "c"
function Card.AddCannotBeFlipSummoned(c)
	--Cannot be Flip Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_CANNOT_FLIP_SUMMON)
	c:RegisterEffect(e0)
	return e0
end

--Registers a "Cannot be Special Summoned" Summoning condition to card "c"
function Card.AddCannotBeSpecialSummoned(c)
	--Cannot be Special Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	c:RegisterEffect(e0)
	return e0
end

--Registers a "Must be X Summoned" Summoning condition to card "c"
Card.AddMustBeSpecialSummoned=Card.AddCannotBeSpecialSummoned

function Card.AddMustBeSpecialSummonedByCardEffect(c)
	--Must be Special Summoned by card effect
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return sum_eff:IsHasType(EFFECT_TYPE_ACTIONS) end)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustBeRitualSummoned(c)
	--Must be Ritual Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(aux.ritlimit)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustBeFusionSummoned(c)
	--Must be Fusion Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(aux.fuslimit)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustBeSynchroSummoned(c)
	--Must be Synchro Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(aux.synlimit)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustBeXyzSummoned(c)
	--Must be Xyz Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(aux.xyzlimit)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustBePendulumSummoned(c)
	--Must be Pendulum Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(aux.penlimit)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustBeLinkSummoned(c)
	--Must be Link Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(aux.lnklimit)
	c:RegisterEffect(e0)
	return e0
end
--Registers a "Must first be X Summoned" Summoning condition to card "c"
function Card.AddMustFirstBeRitualSummoned(c)
	--Must first be Ritual Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return e:GetHandler():IsStatus(STATUS_PROC_COMPLETE) or (sum_type&SUMMON_TYPE_RITUAL)==SUMMON_TYPE_RITUAL end)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustFirstBeFusionSummoned(c)
	--Must first be Fusion Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return not e:GetHandler():IsLocation(LOCATION_EXTRA) or (sum_type&SUMMON_TYPE_FUSION)==SUMMON_TYPE_FUSION end)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustFirstBeSynchroSummoned(c)
	--Must first be Synchro Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return not e:GetHandler():IsLocation(LOCATION_EXTRA) or (sum_type&SUMMON_TYPE_SYNCHRO)==SUMMON_TYPE_SYNCHRO end)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustFirstBeXyzSummoned(c)
	--Must first be Xyz Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return not e:GetHandler():IsLocation(LOCATION_EXTRA) or (sum_type&SUMMON_TYPE_XYZ)==SUMMON_TYPE_XYZ end)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustFirstBePendulumSummoned(c)
	--Must first be Pendulum Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return e:GetHandler():IsStatus(STATUS_PROC_COMPLETE) or (sum_type&SUMMON_TYPE_PENDULUM)==SUMMON_TYPE_PENDULUM end)
	c:RegisterEffect(e0)
	return e0
end
function Card.AddMustFirstBeLinkSummoned(c)
	--Must first be Link Summoned
	local e0=Effect.CreateEffect(c)
	e0:SetType(EFFECT_TYPE_SINGLE)
	e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
	e0:SetCode(EFFECT_SPSUMMON_CONDITION)
	e0:SetValue(function(e,sum_eff,sum_p,sum_type) return not e:GetHandler():IsLocation(LOCATION_EXTRA) or (sum_type&SUMMON_TYPE_LINK)==SUMMON_TYPE_LINK end)
	c:RegisterEffect(e0)
	return e0
end

--value for EFFECT_CANNOT_BE_MATERIAL
function Auxiliary.cannotmatfilter(val1,...)
	local allowed=val1
	if type(val1)~="table" then allowed={val1,...} end
	local tot=0
	for _,val in pairs(allowed) do
		tot = tot|val
	end
	return function(e,c,sumtype,tp)
		local sum=tot&sumtype
		for _,val in pairs(allowed) do
			if sum==val then return true end
		end
		return false
	end
end
--effects inflicting damage to tp
function Auxiliary.damcon1(e,tp,eg,ep,ev,re,r,rp)
	local e1=Duel.IsPlayerAffectedByEffect(tp,EFFECT_REVERSE_DAMAGE)
	local e2=Duel.IsPlayerAffectedByEffect(tp,EFFECT_REVERSE_RECOVER)
	local rd=e1 and not e2
	local rr=not e1 and e2
	local ex,cg,ct,cp,cv=Duel.GetOperationInfo(ev,CATEGORY_DAMAGE)
	if ex and (cp==tp or cp==PLAYER_ALL) and not rd and not Duel.IsPlayerAffectedByEffect(tp,EFFECT_NO_EFFECT_DAMAGE) then
		return true
	end
	ex,cg,ct,cp,cv=Duel.GetOperationInfo(ev,CATEGORY_RECOVER)
	return ex and (cp==tp or cp==PLAYER_ALL) and rr and not Duel.IsPlayerAffectedByEffect(tp,EFFECT_NO_EFFECT_DAMAGE)
end

function Auxiliary.BeginPuzzle()
	local e1=Effect.GlobalEffect()
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_TURN_END)
	e1:SetCountLimit(1)
	e1:SetOperation(Auxiliary.PuzzleOp)
	Duel.RegisterEffect(e1,0)
	local e2=Effect.GlobalEffect()
	e2:SetType(EFFECT_TYPE_FIELD)
	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e2:SetCode(EFFECT_SKIP_DP)
	e2:SetTargetRange(1,0)
	Duel.RegisterEffect(e2,0)
	local e3=Effect.GlobalEffect()
	e3:SetType(EFFECT_TYPE_FIELD)
	e3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
	e3:SetCode(EFFECT_SKIP_SP)
	e3:SetTargetRange(1,0)
	Duel.RegisterEffect(e3,0)
end
function Auxiliary.PuzzleOp(e,tp)
	Duel.SetLP(0,0)
end

function Auxiliary.StatChangeDamageStepCondition()
	return not (Duel.IsPhase(PHASE_DAMAGE) and Duel.IsDamageCalculated())
end

--Functions for commonly used costs:
Cost={}

function Cost.SelfBanish(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToRemoveAsCost() end
	Duel.Remove(c,POS_FACEUP,REASON_COST)
end
function Cost.SelfTribute(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsReleasable() end
	Duel.Release(c,REASON_COST)
end
local self_tograve_costs={}
function Cost.SelfToGrave(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToGraveAsCost() end
	Duel.SendtoGrave(c,REASON_COST)
end
self_tograve_costs[Cost.SelfToGrave]=true
function Cost.SelfToHand(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToHandAsCost() end
	Duel.SendtoHand(c,nil,REASON_COST)
end
function Cost.SelfToDeck(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToDeckAsCost() end
	Duel.SendtoDeck(c,nil,SEQ_DECKSHUFFLE,REASON_COST)
end
function Cost.SelfToExtra(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsAbleToExtraAsCost() end
	Duel.SendtoDeck(c,nil,SEQ_DECKSHUFFLE,REASON_COST)
end
function Cost.SelfReveal(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return not c:IsPublic() end
	Duel.ConfirmCards(1-tp,c)
end

local self_discard_costs={}
function Cost.SelfDiscard(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsDiscardable() end
	Duel.SendtoGrave(c,REASON_DISCARD|REASON_COST)
end
self_discard_costs[Cost.SelfDiscard]=true
function Cost.SelfDiscardToGrave(e,tp,eg,ep,ev,re,r,rp,chk)
	local c=e:GetHandler()
	if chk==0 then return c:IsDiscardable() and c:IsAbleToGraveAsCost() end
	Duel.SendtoGrave(c,REASON_DISCARD|REASON_COST)
end
self_tograve_costs[Cost.SelfDiscardToGrave]=true
self_discard_costs[Cost.SelfDiscardToGrave]=true

--Aliases for historical reasons:
Cost.SelfRelease=Cost.SelfTribute
Auxiliary.bfgcost=Cost.SelfBanish

function Cost.RemoveCounterFromSelf(counter_type,count)
	return function(e,tp,eg,ep,ev,re,r,rp,chk)
		local c=e:GetHandler()
		if chk==0 then return c:IsCanRemoveCounter(tp,counter_type,count,REASON_COST) end
		c:RemoveCounter(tp,counter_type,count,REASON_COST)
	end
end

function Cost.RemoveCounterFromField(counter_type,count)
	return function(e,tp,eg,ep,ev,re,r,rp,chk)
		if chk==0 then return Duel.IsCanRemoveCounter(tp,1,0,counter_type,count,REASON_COST) end
		Duel.RemoveCounter(tp,1,0,counter_type,count,REASON_COST)
	end
end

local self_changepos_costs={}
function Cost.SelfChangePosition(position)
	local function cost_func(e,tp,eg,ep,ev,re,r,rp,chk)
		local c=e:GetHandler()
		if chk==0 then return c:IsCanChangePosition() and not c:IsPosition(position) and (position&POS_FACEDOWN==0 or c:IsCanTurnSet()) end
		Duel.ChangePosition(c,position)
	end
	self_changepos_costs[cost_func]=true
	return cost_func
end

function Cost.HintSelectedEffect(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	Duel.Hint(HINT_OPSELECTED,1-tp,e:GetDescription())
end

function Cost.Discard(filter,other,min,max,op)
	local min_type=type(min)
	local max_type=type(max)
	
	local function filter_final(c,e,tp)
		return (not filter or filter(c,e,tp)) and c:IsDiscardable()
	end
	
	local function cost_func(e,tp,eg,ep,ev,re,r,rp,chk)
		local min_count=(min_type=="function" and min(e,tp))
			or (min==nil and 1)
			or min
		local max_count=(max_type=="function" and max(e,tp))
			or (max==nil and min_count)
			or max
		local exclude=other and e:GetHandler() or nil
		if chk==0 then return min_count>0 and max_count>=min_count
			and Duel.IsExistingMatchingCard(filter_final,tp,LOCATION_HAND,0,min_count,exclude,e,tp) end
		Duel.DiscardHand(tp,filter_final,min_count,max_count,REASON_COST|REASON_DISCARD,exclude,e,tp)
		if op then op(e,tp,Duel.GetOperatedGroup()) end
	end
	return cost_func
end

function Cost.Reveal(filter,other,min,max,op,location)
	local min_type=type(min)
	local max_type=type(max)
	location=location or LOCATION_HAND
	
	local function filter_final(c,e,tp)
		return (not filter or filter(c,e,tp)) and not c:IsPublic()
	end
	
	local function cost_func(e,tp,eg,ep,ev,re,r,rp,chk)
		local min_count=(min_type=="function" and min(e,tp))
			or (min==nil and 1)
			or min
		local max_count=(max_type=="function" and max(e,tp))
			or (max==nil and min_count)
			or max
		local exclude=other and e:GetHandler() or nil
		if chk==0 then return min_count>0 and max_count>=min_count
			and Duel.IsExistingMatchingCard(filter_final,tp,location,0,min_count,exclude,e,tp) end
		Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_CONFIRM)
		local g=Duel.SelectMatchingCard(tp,filter_final,tp,location,0,min_count,max_count,exclude,e,tp)
		Duel.ConfirmCards(1-tp,g)
		if g:IsExists(Card.IsLocation,1,nil,LOCATION_HAND) then Duel.ShuffleHand(tp) end
		if g:IsExists(Card.IsLocation,1,nil,LOCATION_DECK) then Duel.ShuffleDeck(tp) end
		if g:IsExists(Card.IsLocation,1,nil,LOCATION_EXTRA) then Duel.ShuffleExtra(tp) end
		if op then op(e,tp,g) end
	end
	return cost_func
end

local detach_costs={}
function Cost.DetachFromSelf(min,max,op)
	max=max or min

	local min_type=type(min)
	local max_type=type(max)

	do --Perform some sanity checks, simplifies debugging
		local op_type=type(op)
		if min_type~="number" and min_type~="function" then
			error("Parameter 1 should be an Integer|function",2)
		end
		if max_type~="number" and max_type~="function" then
			error("Parameter 2 should be Integer|function",2)
		end
		if op_type~="nil" and op_type~="function" then
			error("Parameter 3 should be nil|function",2)
		end
	end

	local function cost_func(e,tp,eg,ep,ev,re,r,rp,chk)
		local c=e:GetHandler()
		local min_count=min_type=="function" and min(e,tp) or min
		local max_count=max_type=="function" and max(e,tp) or max
		if chk==0 then return min_count>0 and max_count>=min_count and c:CheckRemoveOverlayCard(tp,min_count,REASON_COST) end
		if c:RemoveOverlayCard(tp,min_count,max_count,REASON_COST)>0 and op then
			op(e,Duel.GetOperatedGroup())
		end
	end

	detach_costs[cost_func]=true
	return cost_func
end

local function cost_table_check(t)
	return function(eff) return t[eff:GetCost()] end
end

Effect.HasSelfToGraveCost=cost_table_check(self_tograve_costs)
Effect.HasSelfDiscardCost=cost_table_check(self_discard_costs)
Effect.HasDetachCost=cost_table_check(detach_costs)
Effect.HasSelfChangePositionCost=cost_table_check(self_changepos_costs)

--Default cost for "You can pay X LP;"
function Cost.PayLP(lp_value,pay_until)
	if not pay_until then
		if lp_value>=1 then
			--Pay X LP, where X is any number equal to or higher than 1
			return function(e,tp,eg,ep,ev,re,r,rp,chk)
				if chk==0 then return Duel.CheckLPCost(tp,lp_value) end
				Duel.PayLPCost(tp,lp_value)
			end
		else
			--Pay a fraction of your LP (half, one third, etc)
			return function(e,tp,eg,ep,ev,re,r,rp,chk)
				if chk==0 then return true end
				Duel.PayLPCost(tp,math.floor(Duel.GetLP(tp)*lp_value))
			end
		end
	else
		--Pay LP so that you have X left
		return function(e,tp,eg,ep,ev,re,r,rp,chk)
			local pay_lp_value=math.floor(Duel.GetLP(tp)-lp_value)
			if chk==0 then return pay_lp_value>0 and Duel.CheckLPCost(tp,pay_lp_value) end
			Duel.PayLPCost(tp,pay_lp_value)
		end
	end
end

local function use_limit_cost(reset,soft)
	return function(flag,ct)
		ct=ct or 1
		return function(e,tp,eg,ep,ev,re,r,rp,chk)
			local c=e:GetHandler()
			if chk==0 then return (soft and not c:HasFlagEffect(flag,ct)) or (not soft and not Duel.HasFlagEffect(tp,flag,ct)) end
			if soft then
				c:RegisterFlagEffect(flag,RESET_EVENT|RESETS_STANDARD|reset,0,1)
			else
				Duel.RegisterFlagEffect(tp,flag,reset,0,1)
			end
		end
	end
end

Cost.SoftUseLimitPerChain=use_limit_cost(RESET_CHAIN,true)
Cost.SoftUseLimitPerBattle=use_limit_cost(RESET_PHASE|PHASE_DAMAGE,true)

Cost.HardUseLimitPerChain=use_limit_cost(RESET_CHAIN)
Cost.HardUseLimitPerBattle=use_limit_cost(RESET_PHASE|PHASE_DAMAGE)

--since the ct defaults to one, the "once per chain" variants can be aliases
Cost.SoftOncePerChain=Cost.SoftUseLimitPerChain
Cost.SoftOncePerBattle=Cost.SoftUseLimitPerBattle
Cost.HardOncePerChain=Cost.HardUseLimitPerChain
Cost.HardOncePerBattle=Cost.HardUseLimitPerBattle

function Cost.AND(...)
	local fns={...}

	local function full_cost(e,tp,eg,ep,ev,re,r,rp,chk)
		--when checking, stop at the first falsy value
		if chk==0 then
			for _,fn in ipairs(fns) do
				if not fn(e,tp,eg,ep,ev,re,r,rp,0) then return false end
			end
			return true
		end
		--when executing, run all functions regardless of what they return
		for _,fn in ipairs(fns) do
			fn(e,tp,eg,ep,ev,re,r,rp,1)
		end
	end

	for _,fn in ipairs(fns) do
		if detach_costs[fn] then detach_costs[full_cost]=true end
		if self_discard_costs[fn] then self_discard_costs[full_cost]=true end
		if self_tograve_costs[fn] then self_tograve_costs[full_cost]=true end
	end
	return full_cost
end

function Cost.Choice(...)
    --{ { cost_function, desc, additional_check } }
    local choices={...}

    local function full_cost(e,tp,eg,ep,ev,re,r,rp,chk)
        local ops={}
        local has_choice=false
        for _,choice in ipairs(choices) do
            local fn,desc,additional_check=table.unpack(choice)
            local check=fn(e,tp,eg,ep,ev,re,r,rp,0) and (not additional_check or additional_check(e,tp,eg,ep,ev,re,r,rp,0))
            table.insert(ops,{check,desc})
            has_choice=has_choice or check
        end

        if chk==0 then return has_choice end

        local op=Duel.SelectEffect(tp,table.unpack(ops))
        choices[op][1](e,tp,eg,ep,ev,re,r,rp,1)
        e:SetLabel(op)
    end

    detach_costs[full_cost]=true
    self_discard_costs[full_cost]=true
    for _,choice in ipairs(choices) do
        local fn=choice[1]
        if not detach_costs[fn] then detach_costs[full_cost]=false end
        if not self_discard_costs[fn] then self_discard_costs[full_cost]=false end
    end

    return full_cost
end

function Card.EquipByEffectLimit(e,c)
	if e:GetOwner()~=c then return false end
	local eff={c:GetCardEffect(89785779+EFFECT_EQUIP_LIMIT)}
	for _,te in ipairs(eff) do
		if te==e:GetLabelObject() then return true end
	end
	return false
end
--register for "Equip to this card by its effect"
function Card.EquipByEffectAndLimitRegister(c,e,tp,tc,code,mustbefaceup)
	local up=false or mustbefaceup
	if not Duel.Equip(tp,tc,c,up) then return false end
	--Add Equip limit
	if code then
		tc:RegisterFlagEffect(code,RESET_EVENT+RESETS_STANDARD,0,0)
	end
	local te=e:GetLabelObject()
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetProperty(EFFECT_FLAG_OWNER_RELATE)
	e1:SetCode(EFFECT_EQUIP_LIMIT)
	e1:SetReset(RESET_EVENT+RESETS_STANDARD)
	e1:SetValue(Card.EquipByEffectLimit)
	e1:SetLabelObject(te)
	tc:RegisterEffect(e1)
	return true
end

--add a anounce digit by digit
function Auxiliary.ComposeNumberDigitByDigit(tp,min,max)
	if min>max then min,max=max,min end
	local mindc=#tostring(min)
	local maxdc=#tostring(max)
	local dbdmin={}
	local dbdmax={}
	local mi=maxdc-1
	local aux=min
	for i=1,maxdc do
		dbdmin[i]=aux//(10^mi)
		aux=aux%(10^mi)
		mi=mi-1
	end
	aux=max
	mi=maxdc-1
	for i=1,maxdc do
		dbdmax[i]=aux//(10^mi)
		aux=aux%(10^mi)
		mi=mi-1
	end
	local chku=true
	local chkl=true
	local dbd={}
	mi=maxdc-1
	for i=1,maxdc do
		local maxval=9
		local minval=0
		if chku and i>1 and dbd[i-1]<dbdmax[i-1] then
			chku=false
		end
		if chkl and i>1 and dbd[i-1]>dbdmin[i-1] then
			chkl=false
		end
		if chku then
			maxval=dbdmax[i]
		end
		if chkl then
			minval=dbdmin[i]
		end
		local r={}
		local j=1
		for k=minval,maxval do
			r[j]=k
			j=j+1
		end
		dbd[i]=Duel.AnnounceNumber(tp,table.unpack(r))
		mi=mi-1
	end
	local number=0
	mi=maxdc-1
	for i=1,maxdc do
		number=number+dbd[i]*10^mi
		mi=mi-1
	end
	return number
end

function Group.GetLinkedZone(g,tp)
	return g:GetBitwiseOr(Card.GetLinkedZone,tp)
end

function Group.GetToBeLinkedZone(g,c,tp,clink,emz)
	return g:GetBitwiseOr(Card.GetToBeLinkedZone,c,tp,clink,emz)
end

function Duel.AnnounceAnotherAttribute(g,tp)
	local att=g:GetBitwiseOr(Card.GetAttribute)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATTRIBUTE)
	return Duel.AnnounceAttribute(tp,1,att&(att-1)==0 and (~att&ATTRIBUTE_ALL) or ATTRIBUTE_ALL)
end

function Duel.AnnounceAnotherRace(g,tp)
	local race=g:GetBitwiseOr(Card.GetRace)
	Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RACE)
	return Duel.AnnounceRace(tp,1,race&(race-1)==0 and (~race&RACE_ALL) or RACE_ALL)
end

function Auxiliary.ResetEffects(g,eff)
	for c in aux.Next(g) do
		local effs={c:GetCardEffect(eff)}
		for _,v in ipairs(effs) do
			v:Reset()
		end
	end
end

--utility entry for SelectUnselect loops
--returns bool if chk==0, returns Group if chk==1
function Auxiliary.SelectUnselectLoop(c,sg,mg,e,tp,minc,maxc,rescon)
	local res=not rescon
	if #sg>=maxc then return false end
	sg:AddCard(c)
	if rescon then
		local stop
		res,stop=rescon(sg,e,tp,mg,c)
		if stop then
			sg:RemoveCard(c)
			return false
		end
	end
	if #sg<minc then
		res=mg:IsExists(Auxiliary.SelectUnselectLoop,1,sg,sg,mg,e,tp,minc,maxc,rescon)
	elseif #sg<maxc and not res then
		res=mg:IsExists(Auxiliary.SelectUnselectLoop,1,sg,sg,mg,e,tp,minc,maxc,rescon)
	end
	sg:RemoveCard(c)
	return res
end
function Auxiliary.SelectUnselectGroup(g,e,tp,minc,maxc,rescon,chk,seltp,hintmsg,finishcon,breakcon,cancelable)
	local minc=minc or 1
	local maxc=maxc or #g
	if chk==0 then
		if #g<minc then return false end
		local eg=g:Clone()
		for c in g:Iter() do
			if Auxiliary.SelectUnselectLoop(c,Group.CreateGroup(),eg,e,tp,minc,maxc,rescon) then return true end
			eg:RemoveCard(c)
		end
		return false
	end
	local hintmsg=hintmsg or 0
	local sg=Group.CreateGroup()
	while true do
		local finishable = #sg>=minc and (not finishcon or (finishcon(sg,e,tp,g)))
		local mg=g:Filter(Auxiliary.SelectUnselectLoop,sg,sg,g,e,tp,minc,maxc,rescon)
		if (breakcon and breakcon(sg,e,tp,mg)) or #mg<=0 or #sg>=maxc then break end
		Duel.Hint(HINT_SELECTMSG,seltp,hintmsg)
		local tc=mg:SelectUnselect(sg,seltp,finishable,finishable or (cancelable and #sg==0),minc,maxc)
		if not tc then break end
		if sg:IsContains(tc) then
			sg:RemoveCard(tc)
		else
			sg:AddCard(tc)
		end
	end
	return sg
end
--check for Free Monster Zones
function Auxiliary.ChkfMMZ(sumcount)
	return	function(sg,e,tp,mg)
				return Duel.GetMZoneCount(tp,sg)>=sumcount
			end
end
--check for cards that can stay on the field, but not always
function Auxiliary.RemainFieldCost(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	local c=e:GetHandler()
	local cid=Duel.GetChainInfo(0,CHAININFO_CHAIN_ID)
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_SINGLE)
	e1:SetCode(EFFECT_REMAIN_FIELD)
	e1:SetProperty(EFFECT_FLAG_OATH)
	e1:SetReset(RESET_CHAIN)
	c:RegisterEffect(e1)
	local e2=Effect.CreateEffect(c)
	e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e2:SetCode(EVENT_CHAIN_DISABLED)
	e2:SetOperation(Auxiliary.RemainFieldDisabled)
	e2:SetLabel(cid)
	e2:SetReset(RESET_CHAIN)
	Duel.RegisterEffect(e2,tp)
end
function Auxiliary.RemainFieldDisabled(e,tp,eg,ep,ev,re,r,rp)
	local cid=Duel.GetChainInfo(ev,CHAININFO_CHAIN_ID)
	if cid~=e:GetLabel() then return end
	if e:GetOwner():IsLocation(LOCATION_ONFIELD) then
		e:GetOwner():CancelToGrave(false)
	end
end
--autocheck for Summoning a Group containing Extra Deck/non-Extra Deck monsters to avoid zone issues
function Auxiliary.MainAndExtraSpSummonLoop(func,sumtype,sump,targetp,nocheck,nolimit,pos,mmz,emz)
	return	function(e,tp,eg,ep,ev,re,r,rp,sg)
				local pos=pos or POS_FACEUP
				local summonp=math.abs(sump-tp)
				local targettp=math.abs(targetp-tp)
				if Duel.GetMasterRule()>=4 then
					local cardtable={}
					local cc=sg:GetFirst()
					while cc do
						table.insert(cardtable,cc)
						cc=sg:GetNext()
					end
					local cardtableclone={table.unpack(cardtable)}
					local mmz=mmz
					if not mmz then
						mmz=0
						for i=0,4 do
							if Duel.GetLocationCount(targettp,LOCATION_MZONE,targettp,LOCATION_REASON_TOFIELD,0x1<<i)>0 then
								mmz=mmz|(0x1<<i)
							end
						end
					end
					if mmz<=0 then return false end
					local emz=emz
					if not emz then
						emz=Duel.GetLinkedZone(tp)
						if Duel.CheckLocation(targettp,LOCATION_MZONE,5) then
							emz=emz|0x20
						end
						if Duel.CheckLocation(targettp,LOCATION_MZONE,6) then
							emz=emz|0x40
						end
					end
					for _,tc in ipairs(cardtableclone) do
						table.remove(cardtable,1)
						local zone=Auxiliary.MainAndExtraGetSummonZones(tc,mmz,emz,e,sumtype,summonp,targettp,nocheck,nolimit,pos,table.unpack(cardtable))
						if zone==0 then return false end
						if not Duel.SpecialSummonStep(tc,sumtype,summonp,targettp,nocheck,nolimit,pos,zone) then return false end
						emz=emz&~(0x1<<tc:GetSequence())
						mmz=mmz&~(0x1<<tc:GetSequence())
						if func then
							func(e,tp,eg,ep,ev,re,r,rp,tc)
						end
					end
					Duel.SpecialSummonComplete()
					return true,sg
				else
					local mmz=mmz
					if not mmz then
						mmz=0x1f
					end
					local emz=emz
					if not emz then
						emz=0x1f
					end
					local tc=sg:GetFirst()
					while tc do
						local zone=tc:IsLocation(LOCATION_EXTRA) and emz or mmz
						if not Duel.SpecialSummonStep(tc,sumtype,summonp,targettp,nocheck,nolimit,pos,zone) then return false end
						if func then
							func(e,tp,eg,ep,ev,re,r,rp,tc)
						end
						tc=sg:GetNext()
					end
					Duel.SpecialSummonComplete()
					return true,sg
				end
			end
end
function Auxiliary.MainAndExtraGetSummonZones(c,mmz,emz,e,sumtype,sump,targetp,nocheck,nolimit,pos,nc,...)
	local zones=0
	if c:IsLocation(LOCATION_EXTRA) then
		for i=0,6 do
			local zone=0x1<<i
			if emz&zone==zone and c:IsCanBeSpecialSummoned(e,sumtype,sump,nocheck,nolimit,pos,targetp,zone)
				and Auxiliary.MainAndExtraZoneCheckBool(nc,mmz&~zone,emz&~zone,e,sumtype,sump,targetp,nocheck,nolimit,pos,...) then
				zones=zones|zone
			end
		end
	else
		for i=0,4 do
			local zone=0x1<<i
			if mmz&zone==zone and c:IsCanBeSpecialSummoned(e,sumtype,sump,nocheck,nolimit,pos,targetp,zone)
				and Auxiliary.MainAndExtraZoneCheckBool(nc,mmz&~zone,emz&~zone,e,sumtype,sump,targetp,nocheck,nolimit,pos,...) then
				zones=zones|zone
			end
		end
	end
	return zones
end
function Auxiliary.MainAndExtraZoneCheckBool(c,mmz,emz,e,sumtype,sump,targetp,nocheck,nolimit,pos,nc,...)
	if not c then return true end
	if c:IsLocation(LOCATION_EXTRA) then
		for i=0,6 do
			local zone=0x1<<i
			if emz&zone==zone and c:IsCanBeSpecialSummoned(e,sumtype,sump,nocheck,nolimit,pos,targetp,zone)
				and Auxiliary.MainAndExtraZoneCheckBool(nc,mmz&~zone,emz&~zone,e,sumtype,sump,targetp,nocheck,nolimit,pos,...) then
				return true
			end
		end
	else
		for i=0,4 do
			local zone=0x1<<i
			if mmz&zone==zone and c:IsCanBeSpecialSummoned(e,sumtype,sump,nocheck,nolimit,pos,targetp,zone)
				and Auxiliary.MainAndExtraZoneCheckBool(nc,mmz&~zone,emz&~zone,e,sumtype,sump,targetp,nocheck,nolimit,pos,...) then
				return true
			end
		end
	end
	return false
end
--condition for effects that make the monster change its current sequence
function Auxiliary.seqmovcon(e,tp,eg,ep,ev,re,r,rp)
	return e:GetHandler():CheckAdjacent()
end
--operation for effects that make the monster change its current sequence
--where the new sequence is choosen during resolution
function Auxiliary.seqmovop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	if not c:IsRelateToEffect(e) or c:IsControler(1-tp) then return end
	c:MoveAdjacent()
end
--target for effects that make the monster change its current sequence
--where the new sequence is choosen at target time
function Auxiliary.seqmovtg(e,tp,eg,ep,ev,re,r,rp,chk)
	if chk==0 then return true end
	e:SetLabel(e:GetHandler():SelectAdjacent())
end
--operation for effects that make the monster change its current sequence
--where the new sequence is choosen at target time
function Auxiliary.seqmovtgop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local seq=e:GetLabel()
	if not c:IsRelateToEffect(e) or c:IsControler(1-tp) or not Duel.CheckLocation(tp,LOCATION_MZONE,seq) then return end
	Duel.MoveSequence(c,seq)
end


function Duel.MoveToDeckTop(obj)
	local typ=type(obj)
	if typ=="Group" then
		for c in aux.Next(obj:Filter(Card.IsLocation,nil,LOCATION_DECK)) do
			Duel.MoveSequence(c,SEQ_DECKTOP)
		end
	elseif typ=="Card" then
		if obj:IsLocation(LOCATION_DECK) then
			Duel.MoveSequence(obj,SEQ_DECKTOP)
		end
	else
		error("Parameter 1 should be \"Card\" or \"Group\"",2)
	end
end

function Duel.MoveToDeckBottom(obj,tp)
	local typ=type(obj)
	if typ=="number" then
		if type(tp)~="number" then
			error("Parameter 2 should be \"number\"",2)
		end
		for i=1,obj do
			local mg=Duel.GetDecktopGroup(tp,1)
			Duel.MoveSequence(mg:GetFirst(),SEQ_DECKBOTTOM)
		end
	elseif typ=="Group" then
		for c in aux.Next(obj:Filter(Card.IsLocation,nil,LOCATION_DECK)) do
			Duel.MoveSequence(c,SEQ_DECKBOTTOM)
		end
	elseif typ=="Card" then
		if obj:IsLocation(LOCATION_DECK) then
			Duel.MoveSequence(obj,SEQ_DECKBOTTOM)
		end
	else
		error("Parameter 1 should be \"Card\" or \"Group\" or \"number\"",2)
	end
end

function Duel.GetTargetCards(e)
	local tg=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS)
	return tg and tg:Filter(Card.IsRelateToEffect,nil,e) or nil
end

--for zone checking (zone is the zone, tp is referencial player)
function Auxiliary.IsZone(c,zone,tp)
	local rzone = c:IsControler(tp) and (1 <<c:GetSequence()) or (1 << (16+c:GetSequence()))
	if c:IsSequence(5,6) then
		rzone = rzone | (c:IsControler(tp) and (1 << (16 + 11 - c:GetSequence())) or (1 << (11 - c:GetSequence())))
	end
	return (rzone & zone) > 0
end

--Helpers to print hints for attribute-related cards such as Cynet Codec
function Auxiliary.BitSplit(v)
	local res={}
	local i=0
	while 2^i<=v do
		local p=2^i
		if v & p~=0 then
			table.insert(res,p)
		end
		i=i+1
	end
	return pairs(res)
end

function Auxiliary.GetAttributeStrings(v)
	local t = {
		[ATTRIBUTE_EARTH] = 1010,
		[ATTRIBUTE_WATER] = 1011,
		[ATTRIBUTE_FIRE] = 1012,
		[ATTRIBUTE_WIND] = 1013,
		[ATTRIBUTE_LIGHT] = 1014,
		[ATTRIBUTE_DARK] = 1015,
		[ATTRIBUTE_DIVINE] = 1016
	}
	local res={}
	local ct=0
	for _,att in Auxiliary.BitSplit(v) do
		if t[att] then
			table.insert(res,t[att])
			ct=ct+1
		end
	end
	return pairs(res)
end

function Auxiliary.GetRaceStrings(v)
	local t = {
		[RACE_WARRIOR] = 1020,
		[RACE_SPELLCASTER] = 1021,
		[RACE_FAIRY] = 1022,
		[RACE_FIEND] = 1023,
		[RACE_ZOMBIE] = 1024,
		[RACE_MACHINE] = 1025,
		[RACE_AQUA] = 1026,
		[RACE_PYRO] = 1027,
		[RACE_ROCK] = 1028,
		[RACE_WINGEDBEAST] = 1029,
		[RACE_PLANT] = 1030,
		[RACE_INSECT] = 1031,
		[RACE_THUNDER] = 1032,
		[RACE_DRAGON] = 1033,
		[RACE_BEAST] = 1034,
		[RACE_BEASTWARRIOR] = 1035,
		[RACE_DINOSAUR] = 1036,
		[RACE_FISH] = 1037,
		[RACE_SEASERPENT] = 1038,
		[RACE_REPTILE] = 1039,
		[RACE_PSYCHIC] = 1040,
		[RACE_DIVINE] = 1041,
		[RACE_CREATORGOD] = 1042,
		[RACE_WYRM] = 1043,
		[RACE_CYBERSE] = 1044,
		[RACE_ILLUSION] = 1045
	}
	local res={}
	local ct=0
	for _,att in Auxiliary.BitSplit(v) do
		if t[att] then
			table.insert(res,t[att])
			ct=ct+1
		end
	end
	return pairs(res)
end

function Auxiliary.GetCoinEffectHintString(coin)
	if coin==COIN_HEADS then
		return 62
	elseif coin==COIN_TAILS then
		return 63
	end
end
function Auxiliary.GetCoinCountFromEv(ev)
	return ev&0xff
end
function Auxiliary.GetCoinHeadsFromEv(ev)
	return (ev>>8)&0xff
end
function Auxiliary.GetCoinTailsFromEv(ev)
	return (ev>>16)&0xff
end
function Auxiliary.GetDiceCountSelfFromEv(ev)
	return ev&0xffff
end
function Auxiliary.GetDiceCountOppoFromEv(ev)
	return (ev>>16)&0xffff
end

--Returns the zones, on the specified player's field, pointed by the specified number of Link markers. Includes Extra Monster Zones.
function Duel.GetZoneWithLinkedCount(count,tp)
	local g = Duel.GetMatchingGroup(Card.IsType,tp,LOCATION_MZONE,LOCATION_MZONE,nil,TYPE_LINK)
	local zones = {}
	local z = {0x1,0x2,0x4,0x8,0x10,0x20,0x40}
	for _,zone in ipairs(z) do
		local ct = 0
		for tc in aux.Next(g) do
			if (zone&tc:GetLinkedZone(tp))~= 0 then
				ct = ct + 1
			end
		end
		zones[zone] = ct
	end
	local rzone = 0
	for i,ct in pairs(zones) do
		if ct >= count then
			rzone = rzone | i
		end
	end
	return rzone
end
--Checks whether a card (c) has an effect that mentions a certain type of counter
--This includes adding, removing, gaining ATK/DEF per counter, etc.
function Card.ListsCounter(c,counter_type)
	if c.counter_list then
		for _,ccounter in ipairs(c.counter_list) do
			if counter_type==ccounter then return true end
		end
	elseif c.counter_place_list then
		--if it places counters, it always lists them
		for _,ccounter in ipairs(c.counter_place_list) do
			if counter_type==ccounter then return true end
		end
	end
	return false
end
--Checks whether a card (c) has an effect that places a certain type of counter
function Card.PlacesCounter(c,counter_type)
	if not c.counter_place_list then return false end
	for _,ccounter in ipairs(c.counter_place_list) do
		if counter_type==ccounter then return true end
	end
	return false
end

--Checks for cards with different properties (to be used with Aux.SelectUnselectGroup)
function Auxiliary.dpcheck(fun)
	return function(sg,e,tp,mg)
		local c1=sg:GetClassCount(fun)
		local c2=#sg
		return c1==c2,c1~=c2
	end
end
--Checks for cards with different names (to be used with Aux.SelectUnselectGroup)
Auxiliary.dncheck=Auxiliary.dpcheck(Card.GetCode)

--Shortcut for functions that also check whether a card is face-up
function Auxiliary.FaceupFilter(f,...)
	local params={...}
	return 	function(target)
				return target:IsFaceup() and f(target,table.unpack(params))
			end
end
--Filter for "If a [filter] monster is Special Summoned to a zone this card points to"
--Includes non-trivial handling of self-destructing Burning Abyss monsters
function Auxiliary.zptgroup(eg,filter,c,tp)
	local fil=eg:Filter(function(cc)return not filter or filter(cc,tp) end,nil)
	return (fil&c:GetLinkedGroup()) + eg:Filter(Auxiliary.zptfilter,nil,c)
end
function Auxiliary.zptgroupcon(eg,filter,c,tp)
	local fil=eg:Filter(function(cc)return not filter or filter(cc,tp) end,nil)
	return #(fil&c:GetLinkedGroup())>0 or eg:IsExists(Auxiliary.zptfilter,1,nil,c)
end
function Auxiliary.zptfilter(c,ec)
	return not c:IsLocation(LOCATION_MZONE) and (ec:GetLinkedZone(c:GetPreviousControler())&(1<<c:GetPreviousSequence()))~=0
end
--Condition for "If a [filter] monster is Special Summoned to a zone this card points to"
--Includes non-trivial handling of self-destructing Burning Abyss monsters
--Passes tp so you can check control
function Auxiliary.zptcon(filter)
	return function(e,tp,eg,ep,ev,re,r,rp)
		return Auxiliary.zptgroupcon(eg,filter,e:GetHandler(),tp)
	end
end
--function to check if all the cards in a group have a common property
function Group.CheckSameProperty(g,f,...)
	local prop=nil
	for tc in aux.Next(g) do
		prop = prop and (prop&f(tc,...)) or f(tc,...)
		if prop==0 then return false,0 end
	end
	return prop~=0, prop
end
local function checkrecbin(c,g,val,f,...)
	local prop=f(c,...)&(~val)
	if prop==0 then return false end
	local i=1
	while i<=prop do
		if prop&i~=0 then
			if #g<2 or g:IsExists(checkrecbin,1,c,g-c,val|i,f,...) then return true end
		end
		i=i<<1
	end
	return false
end
--function to check if every card in a group has at least a different property from the others
--with a function that stores the properties in binary form
function Group.CheckDifferentPropertyBinary(g,f,...)
	if #g<2 then return true end
	return g:IsExists(checkrecbin,1,nil,g,0,f,...)
end
local function checkrec(c,g,t,f,...)
	for _,prop in ipairs({f(c,...)}) do
		if not t[prop] then
			t[prop]=true
			if #g<2 or g:IsExists(checkrec,1,c,g-c,t,f,...) then return true end
			t[prop]=nil
		end
	end
	return false
end
--function to check if every card in a group has at least a different property from the others
--with a function that stores the properties in multiple returns form
function Group.CheckDifferentProperty(g,f,...)
	if #g<2 then return true end
	return g:IsExists(checkrec,1,nil,g,{},f,...)
end
function Auxiliary.PropertyTableFilter(f,...)
	local cachetab={}
	local truthtable={}
	for _,elem in pairs({...}) do
		truthtable[elem]=true
	end
	return function(c,...)
		if not cachetab[c] then
			cachetab[c]={}
			for _,val in pairs({f(c,...)}) do
				if truthtable[val] then
					table.insert(cachetab[c],val)
				end
			end
		end
		return table.unpack(cachetab[c])
	end
end
function Duel.AskEveryone(stringid)
	local count0 = Duel.GetPlayersCount(0)
	local count1 = Duel.GetPlayersCount(1)
	--check if people want to duel
	local stop=not Duel.SelectYesNo(0,stringid)
	if not stop then
		for i=2,count0 do
			Duel.TagSwap(0)
			stop=stop or not Duel.SelectYesNo(0,stringid)
		end
		Duel.TagSwap(0)
	end
	if not stop then
			stop=not Duel.SelectYesNo(1,stringid)
			if not stop then
			for i=2,count1 do
				Duel.TagSwap(1)
				stop=stop or not Duel.SelectYesNo(1,stringid)
			end
			Duel.TagSwap(1)
		end
	end
	return not stop
end

function Duel.AskAny(stringid)
	local count0 = Duel.GetPlayersCount(0)
	local count1 = Duel.GetPlayersCount(1)
	--check if people want to duel
	local ok=Duel.SelectYesNo(0,stringid)
	if not ok then
		for i=2,count0 do
			Duel.TagSwap(0)
			ok=ok or Duel.SelectYesNo(0,stringid)
		end
		Duel.TagSwap(0)
	end
	if not ok then
			ok=Duel.SelectYesNo(1,stringid)
			if not ok then
			for i=2,count1 do
				Duel.TagSwap(1)
				ok=ok or Duel.SelectYesNo(1,stringid)
			end
			Duel.TagSwap(1)
		end
	end
	return ok
end

--Functions to automate consistent start-of-duel activations for Duel Modes like Speed Duel, Sealed Duel
function Auxiliary.EnableExtraRules(c,card,init,...)
	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetCode(EVENT_ADJUST)
	e1:SetProperty(EFFECT_FLAG_UNCOPYABLE+EFFECT_FLAG_CANNOT_DISABLE)
	e1:SetOperation(Auxiliary.EnableExtraRulesOperation(card,init,...))
	Duel.RegisterEffect(e1,0)
end
function Auxiliary.EnableExtraRulesOperation(card,init,...)
	local arg = {...}
	return function(e,tp,eg,ep,ev,re,r,rp)
		local c = e:GetOwner()
		local p = c:GetControler()
		Duel.DisableShuffleCheck()
		Duel.SendtoDeck(c,nil,-2,REASON_RULE)
		local ct = Duel.GetMatchingGroupCount(nil,p,LOCATION_HAND+LOCATION_DECK,0,c)
		if (Duel.IsDuelType(DUEL_MODE_SPEED) and ct < 20 or ct < 40) and Duel.SelectYesNo(1-p, aux.Stringid(4014,5)) then
			Duel.Win(1-p,0x55)
		end
		if c:IsPreviousLocation(LOCATION_HAND) then Duel.Draw(p, 1, REASON_RULE) end
		if not card.global_active_check then
			Duel.ConfirmCards(1-p, c)
			if Duel.SelectYesNo(p,aux.Stringid(4014,6)) and Duel.SelectYesNo(1-p,aux.Stringid(4014,6)) then
				Duel.Hint(HINT_CARD,tp,c:GetCode())
				Duel.Hint(HINT_OPSELECTED,tp,aux.Stringid(4014,7))
				Duel.Hint(HINT_OPSELECTED,1-tp,aux.Stringid(4014,7))
				init(c,table.unpack(arg))
			else
				Duel.Hint(HINT_OPSELECTED,tp,aux.Stringid(4014,8))
				Duel.Hint(HINT_OPSELECTED,1-tp,aux.Stringid(4014,8))
			end
			card.global_active_check = true
		end
		e:Reset()
	end
end
--[[
Function to perform "Either add it to the hand or do X"
-card: affected card or group of cards to be moved;
-player: player performing the operation
-check: condition for the secondary action, if not provided the default action is "Send it to the GY";
oper: secondary action;
str: string to be used in the secondary option
]]
function Auxiliary.ToHandOrElse(card,player,check,oper,str,...)
	if card then
		if not check then check=Card.IsAbleToGrave end
		if not oper then oper=aux.thoeSend end
		if not str then str=574 end
		local b1,b2=true,true
		if type(card)=="Group" then
			for ctg in aux.Next(card) do
				if not ctg:IsAbleToHand() then
					b1=false
				end
				if not check(ctg,...) then
					b2=false
				end
			end
		else
			b1=card:IsAbleToHand()
			b2=check(card,...)
		end
		local opt
		if b1 and b2 then
			opt=Duel.SelectOption(player,573,str)
		elseif b1 then
			opt=Duel.SelectOption(player,573)
		else
			opt=Duel.SelectOption(player,str)+1
		end
		if opt==0 then
			local res=Duel.SendtoHand(card,nil,REASON_EFFECT)
			if res~=0 then Duel.ConfirmCards(1-player,card) end
			return res
		else
			return oper(card,...)
		end
	end
end
function Auxiliary.thoeSend(card)
	return Duel.SendtoGrave(card,REASON_EFFECT)
end

--Helper function to use with cards that normal summon or set a monster
function Duel.SummonOrSet(tp,...)
	local s1=Card.IsSummonable(...)
	local s2=Card.IsMSetable(...)
	if (s1 and s2 and Duel.SelectPosition(tp,(...),POS_FACEUP_ATTACK+POS_FACEDOWN_DEFENSE)==POS_FACEUP_ATTACK) or not s2 then
		Duel.Summon(tp,...)
	else
		Duel.MSet(tp,...)
	end
end
--[[
Function to simplify registering EFFECT_FLAG_CLIENT_HINT to players
-card: card that creates the hintmsg;
-property: additional properties like EFFECT_FLAG_OATH
-tp: the player registering the effect;
-player1,player2: the players to whom the hint is registered
-str: the string called;
-reset: additional resets, other than RESET_PHASE+PHASE_END
]]
function Auxiliary.RegisterClientHint(card,property,tp,player1,player2,str,reset,ct)
	if not card then return end
	property=property or 0
	reset=reset or 0
	local eff=Effect.CreateEffect(card)
	eff:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_CLIENT_HINT|property)
	eff:SetTargetRange(player1,player2)
	if str then
		eff:SetDescription(str)
	else
		eff:SetDescription(aux.Stringid(card:GetOriginalCode(),1))
	end
	eff:SetReset(RESET_PHASE+PHASE_END|reset,ct or 1)
	Duel.RegisterEffect(eff,tp)
	return eff
end
function Auxiliary.FieldSummonProcTg(fun1,fun2)
	return function(e,tp,eg,ep,ev,re,r,rp,chk,c,...)
		if not c then
			return not fun1 or fun1(e,tp)
		end
		return not fun2 or fun2(e,tp,eg,ep,ev,re,r,rp,chk,c,...)
	end
end
function Auxiliary.AddValuesReset(resetfunc)
	if not Auxiliary.ToResetFuncTable then
		Auxiliary.ToResetFuncTable = {resetfunc}
		local ge=Effect.GlobalEffect()
		ge:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
		ge:SetCode(EVENT_TURN_END)
		ge:SetCountLimit(1)
		ge:SetCondition(Auxiliary.ValuesReset)
		Duel.RegisterEffect(ge,0)
	else
		table.insert(Auxiliary.ToResetFuncTable,resetfunc)
	end
end
function Auxiliary.ValuesReset()
	for _,v in pairs(Auxiliary.ToResetFuncTable) do
		v()
	end
	return false
end
function Auxiliary.GlobalCheck(s,func)
	if not s.global_check then
		s.global_check=true
		func()
	end
end
function Auxiliary.HarmonizingMagFilter(c,e,f)
	return f and not f(e,c)
end
function Duel.ActivateFieldSpell(c,e,tp,eg,ep,ev,re,r,rp,target_p)
	if not target_p then target_p=tp end
	if c then
		local fc=Duel.GetFieldCard(target_p,LOCATION_FZONE,0)
		if Duel.IsDuelType(DUEL_1_FIELD) then
			if fc then Duel.Destroy(fc,REASON_RULE) end
			local of=Duel.GetFieldCard(1-target_p,LOCATION_FZONE,0)
			if of and Duel.Destroy(of,REASON_RULE)==0 then
				Duel.SendtoGrave(c,REASON_RULE)
				return false
			else
				Duel.BreakEffect()
			end
		else
			if fc and Duel.SendtoGrave(fc,REASON_RULE)==0 then
				Duel.SendtoGrave(c,REASON_RULE)
				return false
			else
				Duel.BreakEffect()
			end
		end
		Duel.MoveToField(c,tp,target_p,LOCATION_FZONE,POS_FACEUP,true)
		local te=c:GetActivateEffect()
		te:UseCountLimit(tp,1,true)
		local tep=c:GetControler()
		local cost=te:GetCost()
		if cost then cost(te,tep,eg,ep,ev,re,r,rp,1) end
		Duel.RaiseEvent(c,4179255,te,0,tp,target_p,Duel.GetCurrentChain())
		return true
	end
	return false
end

function Duel.GoatConfirm(tp,loc)
	local dg,hg=Duel.GetFieldGroup(tp,loc&(LOCATION_HAND|LOCATION_DECK),0):Split(Card.IsLocation,nil,LOCATION_DECK)
	Duel.ConfirmCards(tp,dg)
	Duel.ConfirmCards(1-tp,hg)
	if #hg>0 then
		Duel.ShuffleHand(tp)
	end
	if #dg>0 then
		Duel.ShuffleDeck(tp)
	end
end

function Auxiliary.ChangeBattleDamage(player,value)
	return function(e,damp)
				if player==0 then
					if e:GetOwnerPlayer()==damp then
						return value
					else
						return -1
					end
				elseif player==1 then
					if e:GetOwnerPlayer()==1-damp then
						return value
					else
						return -1
					end
				end
		end
end
--Helper function to choose 1 among possible effects
--In input it takes tables of the form of {condition,stringid}
--and makes the player choose among the strings whose conditions are met
--it returns the index of the choosen element starting from 1, nil if none was selected
function Duel.SelectEffect(tp,...)
	local eff,sel={},{}
	for i,val in ipairs({...}) do
		if val[1] then
			table.insert(eff,val[2])
			table.insert(sel,i)
		end
	end
	if #eff==0 then return nil end
	return sel[Duel.SelectOption(tp,table.unpack(eff))+1]
end

--Makes the player call a coin and then toss a coin
--returns true if the player guessed right, false if he didn't
function Duel.CallCoin(tp)
	return Duel.AnnounceCoin(tp)==Duel.TossCoin(tp,1)
end

--Return the number of COIN_HEADS among the passed values
function Duel.CountHeads(result,...)
	if not ... then return (result==COIN_HEADS and 1 or 0) end
	return (result==COIN_HEADS and 1 or 0) + Duel.CountHeads(...)
end

--Return the number of COIN_TAILS among the passed values
function Duel.CountTails(result,...)
	if not ... then return (result==COIN_TAILS and 1 or 0) end
	return (result==COIN_TAILS and 1 or 0) + Duel.CountTails(...)
end

function Duel.CheckPendulumZones(player)
	return Duel.CheckLocation(player,LOCATION_PZONE,0) or Duel.CheckLocation(player,LOCATION_PZONE,1)
end

--[[
Returns the zone values (bitfield mask) of the Main Monster Zones on the field of "target_player"
that are pointed to by any Link Cards, which match the "by_filter" function/filter, in the locations "player_location"
and "oppo_location", from the perspective of "player".

- The first parameter, "player", is mandatory, all other parameters are optional, to use the default value of a parameter just pass it as nil.
- The filter by default checks that the card is face-up and is a Link Card, any additional check (e.g. archetype) is added onto that.
- Both locations default to LOCATION_MZONE if not provided since most cards care about zones that any Link Monster points to, if you want to
include Link Spells then use LOCATION_ONFIELD, or LOCATION_SZONE to exclude Link Monsters and check for Link Spells only.
- The second location defaults to the first one if not provided, if you want to not count a side of the field then you need to specifically pass 0 for that location.
- "target_player" defaults to "player" if not provided.
- Any additional parameters that "by_filter" might need can be passed to this function as "..." after "target_player".
--]]
local function link_card_filter(c,f,...)
	return c:IsFaceup() and c:IsType(TYPE_LINK) and (not f or f(c,...))
end
function Auxiliary.GetMMZonesPointedTo(player,by_filter,player_location,oppo_location,target_player,...)
	local loc1=player_location==nil and LOCATION_MZONE or player_location
	local loc2=oppo_location==nil and loc1 or oppo_location
	target_player=target_player==nil and player or target_player
	return Duel.GetMatchingGroup(link_card_filter,player,loc1,loc2,nil,by_filter,...):GetLinkedZone(target_player)&ZONES_MMZ
end

--[[
	Performs an operation to a card(s) each time a given phase is entered.
	Returns the effect that would perform the operation, or nil if no card/group or an empty group is passed.

		Card|Group card_or_group: the cards that will be affected
		int phase: the phase when `oper` will be applied to the banished cards
		int flag: a unique integer to be registered as a flag on the affected cards
		Effect e: the effect performing the banishment
		int tp: the player performing the banishment, and will later perform `oper`
		function oper: a function with the signature (ag,e,tp,eg,ep,ev,re,r,rp)
			where `ag` is the group of affected cards
		function|nil cond: an additional condition function with the signature (ag,e,tp,eg,ep,ev,re,r,rp).
			`ag` is already checked if it's not empty.
		int|nil reset: the reset value. If not passed, the reset will be `RESET_PHASE+phase`.
		int|nil reset_count: how many times the reset value must happen.
			If not passed, the count will be 1.
		int|nil hint: a string to show on the affected cards
		int|nil effect_desc: a string to be used as the description of the delayed effect (useful when the same effect registers multiple different delayed effects)
--]]
function Auxiliary.DelayedOperation(card_or_group,phase,flag,e,tp,oper,cond,reset,reset_count,hint,effect_desc)
	local g=(type(card_or_group)=="Group" and card_or_group or Group.FromCards(card_or_group))
	if #g==0 then return end
	reset=reset or (RESET_PHASE|phase)
	reset_count=reset_count or 1
	local fid=e:GetFieldID()
	local function agfilter(c,lbl) return c:GetFlagEffectLabel(flag)==lbl end
	local function get_affected_group(e) return e:GetLabelObject():Filter(agfilter,nil,e:GetLabel()) end

	--Apply operation
	local c=e:GetHandler()
	local e1=Effect.CreateEffect(c)
	if effect_desc then e1:SetDescription(effect_desc) end
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
	e1:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE)
	e1:SetCode(EVENT_PHASE|phase)
	e1:SetReset(reset,reset_count)
	e1:SetCountLimit(1)
	e1:SetLabel(fid)
	e1:SetLabelObject(g)
	e1:SetCondition(function(e,...)
		local ag=get_affected_group(e)
		return #ag>0 and (not cond or cond(ag,e,...))
	end)
	e1:SetOperation(function(e,...)
		if oper then oper(get_affected_group(e),e,...) end
	end)
	Duel.RegisterEffect(e1,tp)

	--Flag cards
	local flagprop=hint and EFFECT_FLAG_CLIENT_HINT or 0
	local function flagcond() return not e1:IsDeleted() end
	for tc in g:Iter() do
		tc:RegisterFlagEffect(flag,RESET_EVENT+RESETS_STANDARD,flagprop,1,fid,hint):SetCondition(flagcond)
	end
	g:KeepAlive()

	return e1
end

--[[
	Banishes card(s) and performs an operation to them in a given phase (usually return them to their current location).
	Returns the effect that would perform the operation if a card is successfully banished, otherwise returns nil.

		Card|Group card_or_group: the cards to banish
		int|nil pos: the cards' position when banished. `nil` will use their current position
		int reason: the reason for banishing
		int phase: the phase when `oper` will be applied to the banished cards
		int flag: a unique integer to be registered as a flag on the affected cards
		Effect e: the effect performing the banishment
		int tp: the player performing the banishment, and will later perform `oper`
		function oper: a function with the signature (rg,e,tp,eg,ep,ev,re,r,rp)
			where `rg` is the group of cards that can be returned
		function|nil cond: an additional condition function with the signature (rg,e,tp,eg,ep,ev,re,r,rp).
			`rg` is already checked if it's not empty
		int|nil reset: the reset value. If not passed, the reset will be `RESET_PHASE+phase`.
		int|nil reset_count: how many times the reset value must happen.
			If not passed, the count will be 1.
		int|nil hint: a string to show on the affected cards
		int|nil effect_desc: a string to be used as the description of the delayed effect (useful when the same effect registers multiple different delayed effects)
--]]
function Auxiliary.RemoveUntil(card_or_group,pos,reason,phase,flag,e,tp,oper,cond,reset,reset_count,hint,effect_desc)
	local g=(type(card_or_group)=="Group" and card_or_group or Group.FromCards(card_or_group))
	if #g>0 and Duel.Remove(g,pos,reason|REASON_TEMPORARY)>0 and #g:Match(Card.IsLocation,nil,LOCATION_REMOVED)>0 then
		return aux.DelayedOperation(g,phase,flag,e,tp,oper,cond,reset,reset_count,hint,effect_desc)
	end
end

local function select_field_return_cards(p,g)
	if #g==0 then return end
	local ft=Duel.GetLocationCount(p,LOCATION_MZONE)
	if ft>0 and #g>ft then
		Duel.Hint(HINT_SELECTMSG,p,HINTMSG_TOFIELD)
		local tg=g:Select(p,ft,ft,nil)
		for tc in tg:Iter() do
			Duel.ReturnToField(tc)
		end
		g:Sub(tg)
	end
	for tc in g:Iter() do
		Duel.ReturnToField(tc)
	end
end

--[[
	An operation function to be used with `aux.RemoveUntil`.
	Will return the banished cards to the monster zone, starting with the turn player.
	Makes each player select cards to return if they have fewer available zones than returnable cards.
--]]
function Auxiliary.DefaultFieldReturnOp(rg)
	if #rg==0 then return end
	local turn_p=Duel.GetTurnPlayer()
	local g0,g1=rg:Split(Card.IsPreviousControler,nil,turn_p)
	select_field_return_cards(turn_p,g0)
	select_field_return_cards(1-turn_p,g1)
end

Duel.LoadScript("debug_utility.lua")
Duel.LoadScript("cards_specific_functions.lua")
Duel.LoadScript("proc_fusion.lua")
Duel.LoadScript("proc_fusion_spell.lua")
Duel.LoadScript("proc_ritual.lua")
Duel.LoadScript("proc_synchro.lua")
Duel.LoadScript("proc_union.lua")
Duel.LoadScript("proc_xyz.lua")
Duel.LoadScript("proc_pendulum.lua")
Duel.LoadScript("proc_link.lua")
Duel.LoadScript("proc_equip.lua")
Duel.LoadScript("proc_persistent.lua")
Duel.LoadScript("proc_workaround.lua")
Duel.LoadScript("proc_normal.lua")
Duel.LoadScript("proc_skill.lua")
Duel.LoadScript("proc_rush.lua")
Duel.LoadScript("proc_maximum.lua")
Duel.LoadScript("proc_gemini.lua")
Duel.LoadScript("proc_spirit.lua")
Duel.LoadScript("proc_unofficial.lua")
Duel.LoadScript("deprecated_functions.lua")
pcall(dofile,"init.lua")
