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Basic Enemy HP Bars

Ajoute une barre de vie sur le monstre dans le système de base. Disponible en version avancée ou simple.

Script pour RPG Maker VX Ace
Ecrit par Vlue (Daimonious Tails) (site de l'auteur)
Publié par Necromandien (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Voici deux scripts permettant chacun de faire apparaître une barre de vie au dessus des ennemies, ne choisissez qu'un seul script selon votre préférence et placez-le au dessus de "Main".

Conditions d'utilisation
- Vous devez créditer Vlue (Demonious Tails)
- Vous pouvez utiliser ce script pour des projets commerciaux


Basic Enemy HP Bars v2.8.2
image

Portion de code : Tout sélectionner

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#--# Basic Enemy HP Bars v 2.9
#
# Adds customizable hp bars to enemies in battle. See configuration
#  below for more detail. Also allows for the option of using a nice
#  graphical hp bar from a image file.
#
# Usage: Plug and play, customize as needed.
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
#    given by email: sumptuaryspade@live.ca
#    provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#   All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
# - - Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
 
#Customization starts here:
module DTP_HP
  #Whether to place the hp bar above or below the enemy
  ABOVE_MONSTER = true
  #Whether to use a custome image or not:
  #Image would be placed in Graphics/System and named Custom_HP.png
  CUSTOM_BAR = false
  #Whether to include the hp bar or not
  USE_HP_BAR = true
  #Whether to include an mp bar or not
  USE_MP_BAR = true
 
  #The width of the hp bar
  BAR_WIDTH = 66
  #The height of the hp bar
  BAR_HEIGHT = 5
  #The width of the border around the hp bar
  BORDER_WIDTH = 1
  #The height of the border around the hp bar
  BORDER_HEIGHT = 1
  #Offset the hp bar along the x-axis(left,right)
  BAR_OFFSET_X = 0
  #Offset the hp bar along the y-axis(up,down)
  BAR_OFFSET_Y = 0
 
  #Color for the back of the hp bar
  COLOR_BAR_BACK = Color.new(0,0,0,200)
  #First color for the hp bar gradient
  COLOR_BAR_1 = Color.new(255,0,0)
  #Second color for the hp bar gradient
  COLOR_BAR_2 = Color.new(200,100,100)
  #Outside border color
  COLOR_BORDER_1 = Color.new(0,0,0,185)
  #Inside border color
  COLOR_BORDER_2 = Color.new(255,255,255,185)
  #First color for the mp bar gradient
  MP_COLOR_BAR_1 = Color.new(0,175,255)
  #Second color fot he mp bar gradient
  MP_COLOR_BAR_2 = Color.new(0,0,255)
 
  #Whether to display text or not
  USE_TEXT = true
  #Text to be displayed, chp = current hp, mhp = max hp, php = percentage hp
  #Examples: "php%" or "chp/mhp" or "chp - php%"
  TEXT_DISPLAY = "chp"
  #Offset for the text along the x-axis(left,right)
  TEXT_OFFSET_X = 5
  #Offset for the text along the y-axis(up,down)
  TEXT_OFFSET_Y = -24
  #Size of the displayed text
  TEXT_SIZE = Font.default_size
  #Font of the displayed text
  TEXT_FONT = Font.default_name
 
  #Show bars only when specific actor in party. Array format. Example: [8,7]
  #Set to [] to not use actor only
  SPECIFIC_ACTOR = []
  #Show enemy hp bar only if certain state is applied (like a scan state)
  #Set to 0 to not use state only
  SCAN_STATE = 0
  #Enemies will show hp bar as long as they have been affected but scan state
  #at least once before
  SCAN_ONCE = false
  #Hp bars will only show when you are targetting a monster
  ONLY_ON_TARGET = false
 
  #Text to display if it's a boss monster, accepts same arguments
  BOSS_TEXT = "???"
  #The width of the boss hp bar
  BOSS_BAR_WIDTH = 66
  #The height of the boss hp bar
  BOSS_BAR_HEIGHT = 5
  #The width of the border around the boss hp bar
  BOSS_BORDER_WIDTH = 1
  #The height of the border around the boss hp bar
  BOSS_BORDER_HEIGHT = 1
  #ID's of boss monsters in array format.
  BOSS_MONSTERS = []
end
#Customization ends here
 
class Sprite_Battler
  alias hpbar_update update
  alias hpbar_dispose dispose
  def update
    hpbar_update
    return unless @battler.is_a?(Game_Enemy)
    if @battler
      update_hp_bar
    end
  end
  def update_hp_bar
    boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
    setup_bar if @hp_bar.nil?
    if @text_display.nil?
      @text_display = Sprite_Base.new(self.viewport)
      @text_display.bitmap = Bitmap.new(100,DTP_HP::TEXT_SIZE)
      @text_display.bitmap.font.size = DTP_HP::TEXT_SIZE
      @text_display.bitmap.font.name = DTP_HP::TEXT_FONT
      @text_display.x = @hp_bar.x + DTP_HP::TEXT_OFFSET_X
      @text_display.y = @hp_bar.y + DTP_HP::TEXT_OFFSET_Y
      @text_display.z = 105
    end
    determine_visible
    return unless @hp_bar.visible
    if @hp_bar.opacity != self.opacity
      @hp_bar.opacity = self.opacity
      @mp_bar.opacity = @hp_bar.opacity if DTP_HP::USE_MP_BAR
    end
    @hp_bar.bitmap.clear
    if !boss
      width = DTP_HP::BAR_WIDTH
      height = DTP_HP::BAR_HEIGHT
      bwidth = DTP_HP::BORDER_WIDTH
      bheight = DTP_HP::BORDER_HEIGHT
    else
      width = DTP_HP::BOSS_BAR_WIDTH
      height = DTP_HP::BOSS_BAR_HEIGHT
      bwidth = DTP_HP::BOSS_BORDER_WIDTH
      bheight = DTP_HP::BOSS_BORDER_HEIGHT
    end
    btotal = (bwidth + bheight) * 2
    rwidth = @hp_bar.bitmap.width
    rheight = @hp_bar.bitmap.height
    if !DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
      @hp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
      @hp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
      @hp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
    end
    hp_width = @battler.hp_rate * width
    if DTP_HP::USE_HP_BAR
      @hp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,hp_width,height,DTP_HP::COLOR_BAR_1,DTP_HP::COLOR_BAR_2)
    end
    if DTP_HP::CUSTOM_BAR && DTP_HP::USE_HP_BAR
      border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
      rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
      @hp_bar.bitmap.blt(0,0,border_bitmap,rect)
    end
    if DTP_HP::USE_MP_BAR
      @mp_bar.bitmap.clear
      if !DTP_HP::CUSTOM_BAR
        @mp_bar.bitmap.fill_rect(0,0,rwidth,rheight,DTP_HP::COLOR_BAR_BACK)
        @mp_bar.bitmap.fill_rect(bwidth,bheight,rwidth-bwidth*2,rheight-bheight*2,DTP_HP::COLOR_BORDER_2)
        @mp_bar.bitmap.fill_rect(bwidth*2,bheight*2,width,height,DTP_HP::COLOR_BORDER_1)
      end
      mp_width = @battler.mp_rate * width
      @mp_bar.bitmap.gradient_fill_rect(bwidth*2,bheight*2,mp_width,height,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
      if DTP_HP::CUSTOM_BAR
        border_bitmap = Bitmap.new("Graphics/System/Custom_HP.png")
        rect = Rect.new(0,0,border_bitmap.width,border_bitmap.height)
        @mp_bar.bitmap.blt(0,0,border_bitmap,rect)
      end
    end
    return unless DTP_HP::USE_TEXT
    @text_display.opacity = @hp_bar.opacity if @text_display.opacity != @hp_bar.opacity
    @text_display.bitmap.clear
    text = DTP_HP::TEXT_DISPLAY.clone
    text = DTP_HP::BOSS_TEXT.clone if DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
    text.gsub!(/chp/) {@battler.hp}
    text.gsub!(/mhp/) {@battler.mhp}
    text.gsub!(/php/) {(@battler.hp_rate * 100).to_i}
    @text_display.bitmap.draw_text(0,0,100,@text_display.height,text)
  end
  def setup_bar
    boss = DTP_HP::BOSS_MONSTERS.include?(@battler.enemy_id)
    @hp_bar = Sprite_Base.new(self.viewport)
    if !boss
      width = DTP_HP::BAR_WIDTH + DTP_HP::BORDER_WIDTH * 4
      height = DTP_HP::BAR_HEIGHT + DTP_HP::BORDER_HEIGHT * 4
    else
      width = DTP_HP::BOSS_BAR_WIDTH + DTP_HP::BOSS_BORDER_WIDTH * 4
      height = DTP_HP::BOSS_BAR_HEIGHT + DTP_HP::BOSS_BORDER_HEIGHT * 4
    end
    if DTP_HP::CUSTOM_BAR
      tempbmp = Bitmap.new("Graphics/System/Custom_HP.png")
      width = tempbmp.width
      height = tempbmp.height
    end
    @hp_bar.bitmap = Bitmap.new(width,height)
    @hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
    @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.bitmap.height - @hp_bar.height
    @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
    @hp_bar.x = 0 if @hp_bar.x < 0
    @hp_bar.y = 0 if @hp_bar.y < 0
    @hp_bar.z = 104
    if DTP_HP::USE_MP_BAR
      @mp_bar = Sprite_Base.new(self.viewport)
      @mp_bar.bitmap = Bitmap.new(@hp_bar.width,@hp_bar.height)
      @mp_bar.x = @hp_bar.x + 6
      @mp_bar.y = @hp_bar.y + @mp_bar.height - 3
      @mp_bar.z = 103
    end
  end
  def determine_visible
    if !@battler.alive?
      @hp_bar.visible = false
      @mp_bar.visible = false if @mp_bar
      @text_display.visible = false
      if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
        $game_party.monster_scans[@battler.enemy_id] = true
      end
      return if !@battler.alive?
    end
    @hp_bar.visible = true
    if DTP_HP::SCAN_STATE != 0
      @hp_bar.visible = false
      @hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
      if DTP_HP::SCAN_ONCE
        @hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
        $game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
      end
    end
    if !DTP_HP::SPECIFIC_ACTOR.empty?
      @hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
      DTP_HP::SPECIFIC_ACTOR.each do |i|
        next unless $game_party.battle_members.include?($game_actors[i])
        @hp_bar.visible = true
      end
    end
    if DTP_HP::ONLY_ON_TARGET
      return unless SceneManager.scene.is_a?(Scene_Battle)
      return unless SceneManager.scene.enemy_window
      @hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
      @hp_bar.visible = false if !SceneManager.scene.enemy_window.active
    end
    @text_display.visible = false if !@hp_bar.visible
    @text_display.visible = true if @hp_bar.visible
    @mp_bar.visible = @hp_bar.visible if DTP_HP::USE_MP_BAR
  end
  def dispose
    @hp_bar.dispose if @hp_bar
    @mp_bar.dispose if @mp_bar
    @text_display.dispose if @text_display
    hpbar_dispose
  end
end
 
class Scene_Battle
  attr_reader  :enemy_window
  def target_window_index
    begin
    @enemy_window.enemy.index
    rescue
      return -1
    end
  end
end
 
class Game_Party
  alias hp_bar_init initialize
  attr_accessor  :monster_scans
  def initialize
    hp_bar_init
    @monster_scans = []
  end
end




Basic Enemy HP Bars Lite v1.1b
image

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#--# Basic Enemy HP Bars Lite v 1.1c
#
# Adds options for hp/mp bars, enemy name, state icons, and even targetting icon
#  to appear over the enemy in battle.
#
# Usage: Plug and play, customize as needed.
#       New Notetag: <BOSS> determines if enemy is a boss or not.
#                    <HIDE NAME> name displays as ???
#
#------#
#-- Script by: V.M of D.T
#
#- Questions or comments can be:
#    posted on the thread for the script
#    given by email: sumptuaryspade@live.ca
#    provided on facebook: http://www.facebook.com/DaimoniousTailsGames
#   All my other scripts and projects can be found here: http://daimonioustails.weebly.com/
#
#--- Free to use in any project, commercial or non-commercial, with credit given
#--Though a donation's always a nice way to say thank you~ (I also accept actual thank you's)
 
module DTP_HP
  #Whether to include the hp bar or not
  USE_HP_BAR = true
  #Whether to include an mp bar or not
  USE_MP_BAR = false
  #Whether or not to include state icons
  USE_STATES = false
  #Whether to display enemy name or not
  USE_TEXT = false
  #Display HP numbers
  USE_HP_TEXT = false
  #Icon to be displayed over current target, set to 0 to disable
  DISPLAY_ICON = 325
 
  #Display hp bar above the enemy, false for below
  ABOVE_MONSTER = true
  #Offset the hp bar along the x-axis(left,right)
  BAR_OFFSET_X = 0
  #Offset the hp bar along the y-axis(up,down)
  BAR_OFFSET_Y = 0
 
  #First color for the mp bar gradient
  MP_COLOR_BAR_1 = Color.new(0,175,255)
  #Second color fot the mp bar gradient
  MP_COLOR_BAR_2 = Color.new(0,0,255)
 
  #Show bars only when specific actor in party. Array format. Example: [8,7]
  #Set to [] to not use actor only
  SPECIFIC_ACTOR = []
  #Show enemy hp bar only if certain state is applied (like a scan state)
  #Set to 0 to not use state only
  SCAN_STATE = 0
  #Enemies will show hp bar as long as they have been affected by scan state
  #at least once before
  SCAN_ONCE = false
  #Hp bars will only show when you are targetting a monster
  ONLY_ON_TARGET = false
end
 
class Sprite_Battler
  alias hpbar_update update
  alias hpbar_dispose dispose
  def update
    hpbar_update
    return unless @battler.is_a?(Game_Enemy)
    if @battler
      update_hp_bar
    end
  end
  def update_hp_bar
    setup_bar if @hp_bar.nil?
    determine_visible
    return unless @hp_bar.visible
    @hp_bar.update
    if @hp_bar.contents_opacity != self.opacity
      @hp_bar.contents_opacity = self.opacity
    end
    @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.height - @hp_bar.height
    @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
    @hp_bar.y = 0 if @hp_bar.y < 0
    @hp_bar.y = -12 if @battler.boss?
    @hp_bar.contents.clear
    width = @hp_bar.contents.width - @hp_bar.padding
    hp_width = @battler.hp_rate
    yy = 0
    if DTP_HP::DISPLAY_ICON > 0
      if SceneManager.scene.is_a?(Scene_Battle) &&
        SceneManager.scene.enemy_window &&
        SceneManager.scene.enemy_window.active &&
        SceneManager.scene.target_window_index == @battler.index
          @hp_bar.draw_icon(DTP_HP::DISPLAY_ICON,@hp_bar.contents.width/2,yy)
      end
      yy += 24
    end
    if DTP_HP::USE_TEXT and !@battler.boss?
      if @battler.hide_name
        @hp_bar.draw_text(0,yy,width,24,"???",2)
      else
        @hp_bar.draw_text(0,yy,width,24,@battler.name,2)
      end
      yy += 24
    end
    if DTP_HP::USE_HP_BAR
      height = @battler.boss? ? 16 : 8
      yy -= 12 if !DTP_HP::USE_HP_TEXT
      if @special
        @hp_bar.draw_actor_hp(@battler, @hp_bar.padding/2, yy, width, height, @battler.boss? || !DTP_HP::USE_HP_TEXT)
      else
        if !DTP_HP::USE_HP_TEXT
          @hp_bar.draw_actor_hp_notext(@battler, @hp_bar.padding/2, yy, width)
        else
          @hp_bar.draw_actor_hp(@battler, @hp_bar.padding/2, yy, width)
        end
      end
      yy += 12
    end
    if DTP_HP::USE_TEXT and @battler.boss?
      if @battler.hide_name
        @hp_bar.draw_text(0,12,width,24,"???",2)
      else
        @hp_bar.draw_text(0,12,width,24,@battler.name,2)
      end
      if @special
        @hp_bar.change_color(@hp_bar.system_color)
        @hp_bar.draw_text(0,24,width,24,Vocab::hp_a)
        @hp_bar.change_color(@hp_bar.normal_color)
      end
    end
    if DTP_HP::USE_MP_BAR and !@battler.boss?
      mp_width = @battler.mp_rate * width
      @gauge_hp_y_for_nothing_at_all = yy
      @hp_bar.draw_gauge(@hp_bar.padding/2,yy,width,@battler.mp_rate,DTP_HP::MP_COLOR_BAR_1,DTP_HP::MP_COLOR_BAR_2)
      yy += 24
    end
    if DTP_HP::USE_STATES
      xx = 2
      yy += 12 if @battler.boss?
      @battler.states.each do |state|
        @hp_bar.draw_icon(state.icon_index,xx,yy)
        xx += 24
      end
    end
  end
  def setup_bar
    @special = Module.const_defined?(:SPECIAL_GAUGES)
    if @battler.boss?
      @hp_bar = Window_Base.new(0,-12,Graphics.width,96)
    else
      height = 24
      height += 24 if DTP_HP::DISPLAY_ICON > 0
      height += 24 if DTP_HP::USE_TEXT
      height += 24 if DTP_HP::USE_HP_BAR
      height += 24 if DTP_HP::USE_MP_BAR
      height += 24 if DTP_HP::USE_STATES
      @hp_bar = Window_Base.new(0,0,120,height)
      @hp_bar.x = self.x - @hp_bar.width / 2 + DTP_HP::BAR_OFFSET_X
      @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y - self.height - @hp_bar.height
      @hp_bar.y = self.y + DTP_HP::BAR_OFFSET_Y unless DTP_HP::ABOVE_MONSTER
      @hp_bar.x = 0 if @hp_bar.x < 0
      @hp_bar.y = 0 if @hp_bar.y < 0
    end
    @hp_bar.opacity = 0
    @hp_bar.z = self.z + 1
    @hp_bar.viewport = self.viewport
  end
  def determine_visible
    if !@battler.alive? && !@battler.hidden?
      if @special
        if @hp_bar.gauges[[@hp_bar.padding/2,@gauge_hp_y_for_nothing_at_all]]
          @hp_bar.visible = false if @hp_bar.gauges[[@hp_bar.padding/2,@gauge_hp_y_for_nothing_at_all]].cur_val == 0
        end
      else
        @hp_bar.visible = false
      end
      if DTP_HP::SCAN_ONCE and DTP_HP::SCAN_STATE == 1
        $game_party.monster_scans[@battler.enemy_id] = true
      end
      return if !@battler.alive?
    end
    @hp_bar.visible = true
    if DTP_HP::SCAN_STATE != 0
      @hp_bar.visible = false
      @hp_bar.visible = true if @battler.state?(DTP_HP::SCAN_STATE)
      if DTP_HP::SCAN_ONCE
        @hp_bar.visible = true if $game_party.monster_scans[@battler.enemy_id] == true
        $game_party.monster_scans[@battler.enemy_id] = true if @hp_bar.visible
      end
    end
    if !DTP_HP::SPECIFIC_ACTOR.empty?
      @hp_bar.visible = false unless DTP_HP::SCAN_STATE != 0
      DTP_HP::SPECIFIC_ACTOR.each do |i|
        next unless $game_party.battle_members.include?($game_actors[i])
        @hp_bar.visible = true
      end
    end
    if DTP_HP::ONLY_ON_TARGET
      return unless SceneManager.scene.is_a?(Scene_Battle)
      return unless SceneManager.scene.enemy_window
      @hp_bar.visible = SceneManager.scene.target_window_index == @battler.index
      @hp_bar.visible = false if !SceneManager.scene.enemy_window.active
    end
  end
  def dispose
    @hp_bar.dispose if @hp_bar
    hpbar_dispose
  end
end
 
class Window_Base
  def draw_actor_hp_notext(actor, x, y, width = 124)
    draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
    change_color(system_color)
    draw_text(x, y, 30, line_height, Vocab::hp_a)
    change_color(normal_color)
  end
end
 
class Scene_Battle
  attr_reader  :enemy_window
  def target_window_index
    begin
    @enemy_window.enemy.index
    rescue
      return -1
    end
  end
end
 
class Game_Party
  alias hp_bar_init initialize
  attr_accessor  :monster_scans
  def initialize
    hp_bar_init
    @monster_scans = []
  end
end
 
class Game_Enemy
  def boss?
    self.enemy.note =~ /<BOSS>/
  end
  def hide_name
    self.enemy.note =~ /<HIDE NAME>/
  end
end




Mis à jour le 22 octobre 2020.






citronapple - posté le 18/09/2014 à 21:58:55 (12 messages postés)

❤ 0

Combiner avec un script d'A-RPG ça peut être intéressant non ? J’essaierais. Merci en tout cas !

Faut pas respirer la compote. Ça fait tousser.


Necromandien - posté le 15/07/2015 à 19:27:55 (156 messages postés)

❤ 0

Des p'tits trous, des p'tits trous, TOUJOURS DES P'TITS TROUS !!!

Speaky a dit:


Encore un script qui ne marche pas.



C'est sur que quand on ne sait pas s'en servir c'est compliqué :)

Un magicien n'est jamais en retard, ni en avance d'ailleurs, il arrive précisément à l'heure prévue !


Ticano - posté le 25/05/2016 à 13:38:00 (1 messages postés)

❤ 0

Necromandien a dit:


Speaky a dit:


Encore un script qui ne marche pas.



C'est sur que quand on ne sait pas s'en servir c'est compliqué :)



Comme d'habitude, pour t'en servir va dans "Editeur de Scripts" ou appuie sur la touche F11 puis descends tout en bas ! Là ou il y à "Main" ! Tu fait un clique droit, tu clique sur "Insérer" puis tu copie / colle le scripts, et tu le nome comme tu veux pour t'en rappeler ! Voilà, j'espère que cela t'a aidé !


DaN3o - posté le 31/01/2017 à 15:16:19 (2 messages postés)

❤ 0

Jeune vidéaste de 14ans qui aime crée des jeux vidéos

Pour ceux à qui sa ne marche pas, redémarrez Rpg Maker :clindoeil2

DaN

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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