Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_SanzA6051_Battle, "SanzA6051Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_SanzA6051_Battle, 1)
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function SanzA6051Battle_Activate(ai, goal)
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local hprate = ai:GetHpRate(TARGET_SELF)
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local selfmp = ai:GetMp(TARGET_SELF)
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local timer = ai:GetTimer(0)
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local flag = ai:GetNumber(0)
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if 0.1 <= timer then
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if flag == 1 then
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SanzA6051_Battle_Bow(ai, goal)
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else
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SanzA6051_Battle_Sword(ai, goal)
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end
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else
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SanzA6051_Battle_Normal_Attack(ai, goal)
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ai:SetTimer(0, 4)
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end
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return
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end
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function SanzA6051_Battle_Normal_Attack(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local nearDist = 4
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if nearDist <= targetDist then
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SanzA6051_Battle_Bow(ai, goal)
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ai:SetNumber(0, 1)
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else
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SanzA6051_Battle_Sword(ai, goal)
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ai:SetNumber(0, 0)
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end
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return
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end
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function SanzA6051_Battle_Bow(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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CommonNPC_ChangeWepR2(ai, goal)
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if targetDist <= 7 then
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if fate <= 80 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 45), false, true, -1)
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end
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elseif targetDist <= 12 then
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 5, TARGET_ENE_0, true, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 45), true, true, -1)
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end
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elseif fate3 <= 20 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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else
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(20, 45), false, true, -1)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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return
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end
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function SanzA6051_Battle_Sword(ai, goal)
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local fate = ai:GetRandam_Int(1, 100)
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local NormalR_Dist = 2.5
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CommonNPC_ChangeWepR1(ai, goal)
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CommonNPC_ChangeWepL1(ai, goal)
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if fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, true, 4)
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SanzA6051_Battle_NormalR_Comb(ai, goal)
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elseif fate <= 70 then
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goal:AddSubGoal(GOAL_COMMON_ApproachTarget, 4, TARGET_ENE_0, NormalR_Dist, TARGET_SELF, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(90, 120), false, true, 4)
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SanzA6051_Battle_NormalR_Comb(ai, goal)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 10, TARGET_ENE_0, 7, TARGET_ENE_0, false, 4)
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end
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SanzA6051_Battle_Kougeki_Noato(ai, goal)
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return
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end
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function SanzA6051_Battle_NormalR_Comb(ai, goal)
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local NR_fate = ai:GetRandam_Int(1, 100)
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local NR_fate2 = ai:GetRandam_Int(1, 100)
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local NR_fate3 = ai:GetRandam_Int(1, 100)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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if NR_fate <= 40 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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if NR_fate3 <= 20 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_NormalR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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if NR_fate2 <= 10 then
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goal:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, NPC_ATK_LargeR, TARGET_ENE_0, DIST_Middle, 1.5, 90)
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end
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return
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end
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function SanzA6051_Battle_Kougeki_Noato(ai, goal)
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local KN_fate = ai:GetRandam_Int(1, 100)
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local BackDist = 2.5
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CommonNPC_ChangeWepL1(ai, goal)
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if KN_fate <= 50 then
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(2, 4), TARGET_ENE_0, BackDist, TARGET_ENE_0, false, 4)
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goal:AddSubGoal(GOAL_COMMON_SidewayMove, ai:GetRandam_Int(3, 5), TARGET_ENE_0, ai:GetRandam_Int(0, 1), ai:GetRandam_Int(45, 65), false, true, 4)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, ai:GetRandam_Int(4, 6), TARGET_ENE_0, BackDist, TARGET_ENE_0, true, 4)
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end
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return
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end
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function SanzA6051Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function SanzA6051Battle_Terminate(ai, goal)
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return
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end
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function SanzA6051Battle_Interupt(ai, goal)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local fate = ai:GetRandam_Int(1, 100)
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local fate2 = ai:GetRandam_Int(1, 100)
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local fate3 = ai:GetRandam_Int(1, 100)
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local fate4 = ai:GetRandam_Int(1, 100)
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if ai:IsInterupt(INTERUPT_MissSwing) then
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local MissSwingDist = 1
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local MissSwingAttPer = 50
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if targetDist <= MissSwingDist and fate <= MissSwingAttPer then
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goal:ClearSubGoal()
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 10, TARGET_ENE_0, false, -1)
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Damaged) then
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local combRunDist = 2
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local combRunPer = 40
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if targetDist < combRunDist and fate <= combRunPer then
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goal:ClearSubGoal()
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if fate2 <= 60 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepB, TARGET_ENE_0, DIST_None, 0)
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elseif fate2 <= 80 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0)
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end
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return true
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end
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end
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if ai:IsInterupt(INTERUPT_Shoot) then
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local shootIntPer = 50
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if fate <= shootIntPer then
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goal:ClearSubGoal()
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if fate2 <= 50 then
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepL, TARGET_ENE_0, DIST_None, 0)
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else
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goal:AddSubGoal(GOAL_COMMON_Attack, 10, NPC_ATK_StepR, TARGET_ENE_0, DIST_None, 0)
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end
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return true
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end
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end
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return false
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end
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return
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