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389
_module/nss/asg_rul_testbmag.nss
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389
_module/nss/asg_rul_testbmag.nss
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//::///////////////////////////////////////////////
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//:: Name(ASG_RULE) Setup Magic Items
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//:: FileName
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//:: Copyright (c) 2001 Bioware Corp.
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//:://////////////////////////////////////////////
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/*
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Used for assembiling magic items Vol 1.
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*/
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//:://////////////////////////////////////////////
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//:: Created By: Donny Wilbanks
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//:: Created On: 09/07/02
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//:://////////////////////////////////////////////
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// asg_REQ1(object oPC,int vREQ, int vNUM);
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#include "nw_i0_plot"
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int asg_REQ1(object oPC,string sTag,int vNUM)
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{
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int TRUEFALSE = FALSE;
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if (sTag=="")
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{
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ActionSpeakString("ERROR: Test Resource Script Error NO VALID sTag.");
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return TRUEFALSE;
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}
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else
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{
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int vITEMTOBUILD = GetLocalInt(oPC,"ITEMTOBUILD");
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object oItem = GetFirstItemInInventory(oPC);
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int vCount;
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vCount = GetNumItems(oPC,sTag);
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ActionSpeakString("Test: Resource ("+sTag+") Found ["+IntToString(vCount)+"]");
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if (vCount>=vNUM)
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{
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TRUEFALSE=TRUE;
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ActionSpeakString("Test: Found Required Resources found.");
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}
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else
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{
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ActionSpeakString("Test: Resources not found Required ["+IntToString(vNUM)+"].");
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}
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return TRUEFALSE;
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}
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}
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//
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int StartingConditional()
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{
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int iResult = FALSE;
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object oPC = GetPCSpeaker();
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// general religous stuff.
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int vGoodEvil = GetLocalInt(oPC,"GoodEvil");
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int vLawChaos = GetLocalInt(oPC,"LawChaos");
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string sDeity=GetLocalString(oPC,"INGAMEDEITY");
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string sName;
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// Set Shrine properties based on alignment
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if (sDeity=="")
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{
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SetLocalInt(oPC,"DeityOVERIDE",TRUE);
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sDeity = "Baccob";
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vGoodEvil = ALIGNMENT_NEUTRAL;
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vLawChaos = ALIGNMENT_NEUTRAL;
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SetLocalString(oPC,"INGAMEDEITY",sDeity);
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SetLocalInt(oPC,"GoodEvil",vGoodEvil);
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SetLocalInt(oPC,"LawChaos",vLawChaos);
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}
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// return to other stuff
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int vITEMTOBUILD = GetLocalInt(oPC,"ITEMTOBUILD");
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int vNUMBERGIVEN =1;
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string sREQ1;
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string sREQ2;
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string sREQ3;
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string sREQ4;
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int vNUM1 = 0;
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int vNUM2 = 0;
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int vNUM3 = 0;
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int vNUM4 = 0;
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int vNOERROR = TRUE;
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int vNEEDED = 0;
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int vTRUE = FALSE;
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int vREQUIRED = 0;
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string sItem;
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string sBluePrint;
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int vPLACE; // (1) = ITEM, goes on pc's inventory, (2) PLACEABLE, goes on ground at PC's FEET.
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// (3) PLACEABLE, goes near another object.
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// (4) Item is a Creature - needs a summoning point = again with the sDist_What
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string sDIST_WHAT; // If option 3 is selected then search for this object. Look for
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// this TAG.
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float vDIST; // (0) if option 3 is selected this tells us how far from this object
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// that this item can be built.
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switch(vITEMTOBUILD)
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{
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case(1000): // The Pandora's Box (unlit).
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{
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sItem = "Pandora's Box";
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sBluePrint = "pandorasbox";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 10; // 1 Units of Magic Powder
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// Items required.
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sREQ2="NW_IT_CONTAIN001";
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vNUM2 = 1;
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 20;
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// tells the true/false that there are "x" number of trues
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}
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break;
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// pandorasretuner
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case(1001): // Add On (unlit).
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{
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sItem = "Pandora's Box";
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sBluePrint = "pandorasretuner";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 1; // 1 Units of Magic Powder.
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// Items required.
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sREQ2="ASG_PUZZELBOX";
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vNUM2 = 1;
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 20;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(1002): // Add On (unlit).
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{
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sItem = "Pandora's Stableizer";
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sBluePrint = "pandorasstabalis";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 1; // 1 Units of Magic Powder
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// Items required.
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sREQ2="ASG_PUZZELBOX";
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vNUM2 = 1;
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 2;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(1003): // Build Returner (unlit).
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{
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sItem = "Pandora's Returner";
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sBluePrint = "pandorasretuner";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 1; // 1 Units of Magic Powder.
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// Items required.
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sREQ2="ASG_PUZZELBOX";
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vNUM2 = 1;
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 7;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(1004): // Build Locaalizer (unlit).
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{
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sItem = "Pandora's Localiser";
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sBluePrint = "pandorasloclaise";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 1; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="ASG_PUZZELBOX";
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vNUM2 = 1;
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 10;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(1010): // Dhopper
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{
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sItem = "Dhopper";
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sBluePrint = "dhopper001";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 10; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="ASG_EARTHGEM";
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vNUM2 = 1;
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//
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sREQ3="MetalRod";
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vNUM3 = 1;
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// Xp Requirement
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sREQ4="XP";
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vNUM4 = 100;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(1011): // Secyre Shelter
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{
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sItem = "Secure Shelter";
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sBluePrint = "secureshelter";
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vPLACE = 1;
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// Items Required.
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sREQ1="MagicPowder";
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vNUM1 = 10; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="SmallHouseModel";
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vNUM2 = 1;
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// Xp Requirement
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sREQ4="XP";
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vNUM4 = 100;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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// ******* Cleric Stuff ****
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case(2000): // Potion of Cure Light Wounds (unlit).
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{
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sItem = "Potion of Cure Light Wounds";
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sBluePrint = "nw_it_mpotion001";
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vPLACE = 1;
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// Items Required.
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sREQ1="ASG_HOLYWATER";
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vNUM1 = 1; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="NW_IT_THNMISC001";
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vNUM2 = 1; // 1 unit to build club
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 1;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(2001): // Potion of Moderate Light Wounds (unlit).
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{
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sItem = "Potion of Moderate Wounds";
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sBluePrint = "nw_it_mpotion020";
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vPLACE = 1;
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// Items Required.
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sREQ1="ASG_HOLYWATER";
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vNUM1 = 2; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="NW_IT_THNMISC001";
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vNUM2 = 1; // 1 unit to build club
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 1;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(2002): // Potion of Serious Wounds (unlit).
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{
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sItem = "Potion of Serious Wounds";
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sBluePrint = "nw_it_mpotion002";
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vPLACE = 1;
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// Items Required.
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sREQ1="ASG_HOLYWATER";
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vNUM1 = 3; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="NW_IT_THNMISC001";
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vNUM2 = 1; // 1 unit to build club
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 2;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(2003): // Potion of Critical Wounds (unlit).
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{
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sItem = "Potion of Critical Wounds";
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sBluePrint = "nw_it_mpotion003";
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vPLACE = 1;
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// Items Required.
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sREQ1="ASG_HOLYWATER";
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vNUM1 = 4; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="NW_IT_THNMISC001";
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vNUM2 = 1; // 1 unit to build club
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 11;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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case(2004): // Potion of Serious Wounds (unlit).
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{
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sItem = "Potion of Heal";
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sBluePrint = "nw_it_mpotion012";
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vPLACE = 1;
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// Items Required.
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sREQ1="ASG_HOLYWATER";
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vNUM1 = 5; // 1 Units of Fairy Dust
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// Items required.
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sREQ2="NW_IT_THNMISC001";
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vNUM2 = 1; // 1 unit to build club
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// Items Requried - Last is always XP.
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sREQ4="XP";
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vNUM4 = 52;
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// tells the true/false that there are "x" number of trues pandorasstabalis
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}
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break;
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default:;
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ActionSpeakString("ERROR in ''asg_rul_testbsel'' script on finding item:"+IntToString(vITEMTOBUILD));
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}
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vNEEDED=0;
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object oCChest = GetNearestObjectByTag("ASG_CCHEST",OBJECT_SELF);
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if (vNOERROR==TRUE)
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{
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int vK;vTRUE=FALSE;
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if (vNUM1>0)
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{
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vTRUE = asg_REQ1(oCChest,sREQ1,vNUM1);
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vNEEDED++;
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}
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if (vTRUE==TRUE) vREQUIRED++;
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vTRUE=FALSE;
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if (vNUM2>0)
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{
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vTRUE = asg_REQ1(oCChest,sREQ2,vNUM2);
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vNEEDED++;
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}
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if (vTRUE==TRUE) vREQUIRED++;
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vTRUE=FALSE;
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if (vNUM3>0)
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{
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vTRUE = asg_REQ1(oCChest,sREQ3,vNUM3);
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vNEEDED++;
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}
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if (vTRUE==TRUE) vREQUIRED++;
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vTRUE=FALSE;
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if (vNUM4>0)
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{
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// Specail
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int vXP = GetXP(oPC);
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if (vXP>=vNUM4)vTRUE=TRUE;
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vNEEDED++;
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}
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if (vTRUE==TRUE) vREQUIRED++;
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vTRUE=FALSE;
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}
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if (vREQUIRED>=vNEEDED)
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{
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// last check for placement requirements
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int vResult = TRUE;
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if (vPLACE==5 || vPLACE==3)
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{
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object oPlace = GetNearestObjectByTag(sDIST_WHAT,oPC);
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float vHOWFAR = GetDistanceBetween(oPlace,oPC);
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if (vHOWFAR<=vDIST)
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{
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vResult=TRUE;
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}
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else
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{
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ActionSpeakString("ERROR: To Far from closest ["+GetName(oPlace)+"] Distance ["+FloatToString(vHOWFAR)+"]");
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vResult=FALSE;
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}
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}
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if (vResult==TRUE)
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{
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ActionSpeakString("All items for the "+sItem+" have been found.");
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SetLocalString(oPC,"BLUEPRINT",sBluePrint);
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SetLocalInt(oPC,"NUMBERGIVEN",vNUMBERGIVEN);
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object oPC = GetPCSpeaker();
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SetLocalString(oPC,"REQ1",sREQ1);
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SetLocalString(oPC,"REQ2",sREQ2);
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SetLocalString(oPC,"REQ3",sREQ3);
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SetLocalString(oPC,"REQ4",sREQ4);
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SetLocalInt(oPC,"NUM1",vNUM1);
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SetLocalInt(oPC,"NUM2",vNUM2);
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SetLocalInt(oPC,"NUM3",vNUM3);
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SetLocalInt(oPC,"NUM4",vNUM4);
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SetLocalInt(oPC,"PLACE",vPLACE);
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SetLocalString(oPC,"DIST_WHAT",sDIST_WHAT);
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iResult=TRUE;
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}
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}
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else
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{
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ActionSpeakString("TEST: Requirement have for the "+sItem+" have not been met.");
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}
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return iResult;
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}
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