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Strong Arm, Water Sport, and more HMs.
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.
The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?
This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.
I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?
I shall now lay down in a dark room.
Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
This commit is contained in:
parent
4b11121836
commit
093bda0253
77 changed files with 993 additions and 97 deletions
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@ -291,7 +291,7 @@ BattleAnimations::
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dw BattleAnim_Psybeam ; Synchronize
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dw BattleAnim_StrongArm
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dw BattleAnim_Uppercut
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dw BattleAnim_WaterGun ; uhhh
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dw BattleAnim_WaterSport
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dw BattleAnim_Wind_Ride ; Wind Ride but real
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dw BattleAnim_Flash ; Dazzling Gleam
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dw BattleAnim_Sing ; Disarming Voice
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@ -5055,3 +5055,40 @@ BattleAnim_ShowMon_1:
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anim_incobj 1
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anim_wait 1
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anim_ret
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BattleAnim_WaterSport:
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anim_2gfx ANIM_GFX_SAND, ANIM_GFX_WATER
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anim_if_param_equal $0, .hit
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anim_if_param_equal $2, .fail
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anim_call BattleAnim_FollowPlayerHead_0
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anim_bgeffect ANIM_BG_DIG, $0, $1, $1
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anim_obj ANIM_OBJ_DIVE_2, 72, 104, $0
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anim_sound 0, 0, SFX_BUBBLEBEAM
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.loop
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anim_obj ANIM_OBJ_DIVE_1, 56, 104, $0
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anim_wait 16
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anim_loop 6, .loop
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anim_wait 32
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anim_bgeffect ANIM_BG_HIDE_MON, $0, $1, $0
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anim_wait 8
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anim_incbgeffect ANIM_BG_DIG
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anim_call BattleAnim_ShowMon_0
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anim_ret
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.hit
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anim_bgeffect ANIM_BG_30, $0, $0, $0
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anim_sound 0, 1, SFX_HYDRO_PUMP
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anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
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anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
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anim_bgeffect ANIM_BG_31, $30, $0, $0
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anim_wait 12
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anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
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anim_bgeffect ANIM_BG_31, $1c, $0, $0
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anim_wait 24
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anim_bgeffect ANIM_BG_31, $8, $0, $0
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anim_wait 24
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anim_bgeffect ANIM_BG_32, $0, $0, $0
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anim_wait 16
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.fail
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anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
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anim_wait 32
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anim_ret
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@ -1324,8 +1324,8 @@ UppercutDescription:
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next "cause flinching.@"
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WaterSportDescription:
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db "Lowers FIRE move" ; I really want to change this tbh
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next "power.@"
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db "Lowers FIRE move"
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next "power to attack.@"
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DazzlingGleamDescription:
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db "Flashes a bright"
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@ -2097,3 +2097,68 @@ CoinHurl: ; Identical to Return, except it calculates damage differently, and do
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checkfaint
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buildopponentrage
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endmove
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Surf:
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checkobedience
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usedmovetext
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doturn
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critical
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damagestats
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damagecalc
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stab
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damagevariation
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doubleunderwaterdamage
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checkhit
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moveanim
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failuretext
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applydamage
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criticaltext
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supereffectivetext
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buildopponentrage
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kingsrock
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endmove
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Whirlpool:
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checkobedience
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usedmovetext
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doturn
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checkhit
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critical
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damagestats
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damagecalc
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stab
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damagevariation
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doubleunderwaterdamage
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clearmissdamage
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moveanim
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failuretext
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applydamage
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criticaltext
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supereffectivetext
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buildopponentrage
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traptarget
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endmove
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Bounce:
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checkcharge
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checkobedience
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doturn
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charge
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usedmovetext
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critical
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damagestats
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damagecalc
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stab
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damagevariation
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checkhit
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moveanimnosub
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raisesub
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failuretext
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applydamage
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criticaltext
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supereffectivetext
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checkfaint
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buildopponentrage
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paralyzetarget
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kingsrock
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endmove
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@ -159,4 +159,7 @@ MoveEffectsPointers:
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dw Fly
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dw DefenseCurl
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dw CoinHurl
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dw Surf
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dw Whirlpool
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dw Bounce
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assert_table_length NUM_MOVE_EFFECTS
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@ -74,7 +74,7 @@ Moves1:
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move EFFECT_MIST, 0, ICE, 100, 30, 0 ;MIST
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move EFFECT_NORMAL_HIT, 40, WATER, 100, 25, 0 ;WATER_GUN
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move EFFECT_NORMAL_HIT, 120, WATER, 80, 5, 0 ;HYDRO_PUMP
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move EFFECT_NORMAL_HIT, 95, WATER, 100, 15, 0 ;SURF
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move EFFECT_SURF, 95, WATER, 100, 15, 0 ;SURF
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move EFFECT_FREEZE_HIT, 95, ICE, 100, 10, 10 ;ICE_BEAM
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move EFFECT_FREEZE_HIT, 120, ICE, 70, 5, 10 ;BLIZZARD
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move EFFECT_CONFUSE_HIT, 65, PSYCHIC_TYPE, 100, 20, 10 ;PSYBEAM
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@ -267,21 +267,21 @@ Moves1:
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move EFFECT_SP_DEF_DOWN_HIT, 80, GHOST, 100, 15, 20 ;SHADOW_BALL
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move EFFECT_FUTURE_SIGHT, 80, PSYCHIC_TYPE, 90, 15, 0 ;FUTURE_SIGHT
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move EFFECT_DEFENSE_DOWN_HIT, 20, FIGHTING, 100, 15, 50 ;ROCK_SMASH
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move EFFECT_TRAP_TARGET, 15, WATER, 70, 15, 0 ;WHIRLPOOL
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move EFFECT_WHIRLPOOL, 15, WATER, 70, 15, 0 ;WHIRLPOOL
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move EFFECT_BEAT_UP, 10, DARK, 100, 10, 0 ;BEAT_UP
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move EFFECT_FLINCH_HIT, 80, ROCK, 100, 15, 30 ;ROCK_HEAD
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move EFFECT_NORMAL_HIT, 140, ROCK, 70, 5, 0 ;ROCK_SLASH
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move EFFECT_NORMAL_HIT, 50, BUG, 100, 15, 0 ;CROSS_CUTTER
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move EFFECT_SP_ATK_DOWN, 0, NORMAL, 100, 40, 0 ;MEGAPHONE
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move EFFECT_FREEZE_HIT, 100, ICE, 95, 5, 30 ;MYSTIC_ICE
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move EFFECT_FLY, 85, WATER, 85, 5, 0 ; BOUNCE - went back and forth on type (making it modern or keeping it spaceworldy), chose spaceworld to diversify the "fly" move category
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move EFFECT_BOUNCE, 85, FLYING, 85, 5, 0 ; BOUNCE - with Water Sport now in the game, Bounce's SW97 Water typing is no longer necessary.
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move EFFECT_ACCURACY_UP, 85, GRASS, 0, 20, 0 ; BRIGHT_MOSS
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move EFFECT_COIN_HURL, 1, NORMAL, 100, 20, 0 ; COIN_HURL
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move EFFECT_NORMAL_HIT, 85, GROUND, 100, 10, 0 ; UPROOT
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move EFFECT_MIRROR_COAT, 1, PSYCHIC_TYPE, 100, 10, 0 ; SYNCHRONIZE - effect not implemented
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move EFFECT_ATTACK_UP_HIT, 70, STEEL, 90, 10, 10 ; STRONG_ARM
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move EFFECT_FLINCH_HIT, 55, FIGHTING, 80, 15, 30 ; UPPERCUT
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move EFFECT_NORMAL_HIT, 1, WATER, 1, 15, 0 ; WATER_SPORT - effect not implemented
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move EFFECT_FLY, 80, WATER, 100, 10, 0 ; WATER_SPORT - Now a Dive clone.
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move EFFECT_NORMAL_HIT, 55, FLYING, 95, 10, 0 ; WIND_RIDE
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move EFFECT_NORMAL_HIT, 80, FAIRY, 100, 10, 0 ; DAZZLING_GLEAM
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move EFFECT_ALWAYS_HIT, 40, FAIRY, 100, 15, 0 ; DISARMING_VOICE
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