Add decompiled Lua AI scripts + full datasheet findings report
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REGISTER_GOAL(GOAL_LightKnight_Bow256001_Battle, "LightKnight_Bow256001Battle")
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REGISTER_GOAL_NO_UPDATE(GOAL_LightKnight_Bow256001_Battle, 1)
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function OnIf_256001(ai, goal, codeNo)
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if ai:HasSpecialEffectId(TARGET_SELF, 3151) then
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ai:SetTimer(0, 120)
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else
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ai:SetTimer(0, 30)
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end
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return
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end
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function LightKnight_Bow256001Battle_Activate(ai, goal)
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local role = ai:GetTeamOrder(ORDER_TYPE_Role)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local hprate = ai:GetHpRate(TARGET_SELF)
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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 GetWellSpace_Odds = 0
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local Act01Per = 0
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local Act02Per = 0
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local Act03Per = 0
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local Act04Per = 0
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if hprate <= 0.4 and ai:IsFinishTimer(0) == true then
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if 20 <= targetDist then
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Act01Per = 25
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Act02Per = 0
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Act03Per = 0
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Act04Per = 75
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elseif 10 <= targetDist then
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Act01Per = 20
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Act02Per = 5
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Act03Per = 0
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Act04Per = 75
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elseif 4.5 <= targetDist then
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Act01Per = 0
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Act02Per = 25
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Act03Per = 0
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Act04Per = 75
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elseif 3 <= targetDist then
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Act01Per = 0
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Act02Per = 40
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Act03Per = 10
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Act04Per = 50
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else
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Act01Per = 0
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Act02Per = 25
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Act03Per = 40
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Act04Per = 35
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end
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elseif 20 <= targetDist then
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Act01Per = 100
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Act02Per = 0
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Act03Per = 0
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elseif 10 <= targetDist then
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Act01Per = 70
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Act02Per = 30
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Act03Per = 0
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elseif 5 <= targetDist then
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Act01Per = 0
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Act02Per = 60
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Act03Per = 40
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else
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Act01Per = 0
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Act02Per = 0
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Act03Per = 100
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end
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local doAdmirer = ai:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
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local role = ai:GetTeamOrder(ORDER_TYPE_Role)
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local Odds_Guard = 0
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if doAdmirer == 1 and role == ROLE_TYPE_Torimaki then
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Torimaki_Act(ai, goal, Odds_Guard)
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elseif doAdmirer == 1 and role == ROLE_TYPE_Kankyaku then
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Kankyaku_Act(ai, goal, Odds_Guard)
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else
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local fateAct = ai:GetRandam_Int(1, Act01Per + Act02Per + Act03Per + Act04Per)
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if fateAct <= Act01Per then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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elseif fateAct <= Act01Per + Act02Per then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 2, TARGET_ENE_0, 20, TARGET_ENE_0, true, -1)
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elseif fateAct <= Act01Per + Act02Per + Act03Per then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(1, 3)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(1, 3)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 20, TARGET_SELF, false, -1)
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else
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goal:AddSubGoal(GOAL_COMMON_LeaveTarget, 5, TARGET_ENE_0, 4.5, TARGET_ENE_0, true, -1)
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goal:AddSubGoal(GOAL_COMMON_NonspinningAttack, 10, 3200, TARGET_ENE_0, DIST_None)
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goal:AddSubGoal(GOAL_COMMON_If, 15, 0)
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end
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end
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return
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end
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function LightKnight_Bow256001Battle_Update(ai, goal)
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return GOAL_RESULT_Continue
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end
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function LightKnight_Bow256001Battle_Terminate(ai, goal)
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return
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end
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function LightKnight_Bow256001Battle_Interupt(ai, goal)
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if ai:IsLadderAct(TARGET_SELF) then
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return false
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else
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local fate = ai:GetRandam_Int(1, 100)
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local targetDist = ai:GetDist(TARGET_ENE_0)
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local superStepDist = 3
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local superStepPer = 15
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local bkStepPer = 50
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local leftStepPer = 25
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local rightStepPer = 25
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if FindAttack_Step(ai, goal, superStepDist, superStepPer, bkStepPer, leftStepPer, rightStepPer) then
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return true
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else
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local distDamagedStep = 3
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local oddsDamagedStep = 25
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local bkStepPer = 50
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local leftStepPer = 25
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local rightStepPer = 25
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local safetyDist = 4
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if Damaged_Step(ai, goal, distDamagedStep, oddsDamagedStep, bkStepPer, leftStepPer, rightStepPer, safetyDist) then
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return true
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else
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local distUseItem_Act = 20
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local oddsUseItem_Act = 15
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if UseItem_Act(ai, goal, distUseItem_Act, oddsUseItem_Act) then
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if 8 <= targetDist then
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if fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(2, 5)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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return true
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elseif fate <= 50 then
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local FirstAttID = 3000
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local ComAttID = 3001
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local ShootNum = ai:GetRandam_Int(1, 3)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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else
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local FirstAttID = 3002
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local ComAttID = 3003
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local ShootNum = ai:GetRandam_Int(1, 3)
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Shoot_Act(ai, goal, FirstAttID, ComAttID, ShootNum)
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end
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return true
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else
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return false
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end
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end
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end
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end
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end
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return
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