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> TryAdIne eFfeCt, Truth cloaked as a lie...
Feoden
post May 4 2012, 10:18 AM
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Very well... it seems that it is my turn to comment.

I have already told you what are the main errors in the first version, so I'll comment the plot this time.

It is a very entangled plot indeed, full of thrill and never trivial. You have done a good job. I have some questions however: what is Tryadine? who is Veckert? why the hell people live under a great barrier and cannot see the sun?
The more I think about it and the less I seem to get it.

I hope that the project will be ultimated as soon as possible =)

anyway the main bugs are in the tileset, you should ask someone to help you to find them.


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Jens of Zanicuud
post May 5 2012, 06:09 AM
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If you've played Day 2 Demo, you should have found some other hint about what Tryadine is.

what you should know 'bout Tryadine
It's a drug. You should have understood that from the beginning;
if a person doesn't take their dose for three days, they die;
the police recruit near the houses tell you something about Tryade criminal syndicate (remember it. Later, this name will be bound to something);
it flows in Haemophages' veins (remember and think...);
people from district 7 are Tryaddicted (neologism smile.gif) (even children, as you could see);
people from high districts are Tryaddicted too, but they can't admit it...
do you think the Tryadine smuggler outfit was chosen by chance?


As regards Veckert... well, what are the infos you've got about that character?

what you should know 'bout Veckert
You found out the age, 26 years old by talking with Theresia Angeli at Spectra Labs;
You know Veckert attended Lin Collain College (again, remember that info - this is someway important);
You know Veckert was scarred by something or someone two years before the facts (dialogue with the police recruit) and wears that mask from that event on;
You found out Veckert knows a girl named Laese (that is Moe's sister) and had a relationship with her;
You should have understood Lyonell was something more than a teacher for Veckert.


About Huge Crisis...

what you should know 'bout Huge Crisis
There was a Crisis at a certain point and the Shield was built as a result;
the crisis is bound to Haemophages;
during the Crisis, Tryadine made its appearance;
Nothing more for now, I know it isn't too much, but this is it at the moment...


Think, think well 'bout it...
I'll provide further details and hidden hints in Day 3 smile.gif

"I really do like being cryptic" smile.gif

Jens

This post has been edited by Jens of Zanicuud: May 5 2012, 06:12 AM


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Jens of Zanicuud
post May 30 2012, 12:00 AM
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New update:

Day 3 is officially under development (that is, I'm working on it & begun mapping).

There's a new feature as regards battle system:
characters can perform actions during a fight.

For example,

- if Veckert has no weapon equipped, is able to unarm an opponent (example: a smuggler), forcing them to recover their weapon or fight with melee attacks (60% success rate);

-Laese can steal a weapon held by an enemy and equip it, if equippable, with a 30% success rate (obviously, corrected by pain percentage);

-Cybil can hack robots and send them in System Crash (30% success rate).

-Eric can kill Fainted enemy in one hit (100% success rate).

These actions are peculiar for every character and are available from the beginning, but in some circumstances, other actions make their appearance:

for example, in Day 3, Veckert will be able to call for reinforcementes and two turns after the call, two police agents will run into battle and act as party members for the entire fight.

This feature was fully tested&working, so you can be confident they'll be actually included into next Demo.

Call for help

I've some serious problem about battle system graphic design (HUD, hp bars? pain bars? weapon equipped?)
If someone has a couple of good ideas about it, I'll surely take it into careful consideration.

Thanks in advance,

Jens

This post has been edited by Jens of Zanicuud: May 30 2012, 12:02 AM


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LaDestitute
post Jun 5 2012, 08:15 PM
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I like your creature names, nice and scientific sounding. I like the labs area as well as the ticket office map. The streets map look nice, bleery and dark as well. Was your story subdivision concept (three weeks, seven days even) inspired by The World Ends with You?


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Jens of Zanicuud
post Jun 6 2012, 05:50 AM
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QUOTE (LaDestitute @ Jun 6 2012, 06:15 AM) *
I like your creature names, nice and scientific sounding. I like the labs area as well as the ticket office map. The streets map look nice, bleery and dark as well. Was your story subdivision concept (three weeks, seven days even) inspired by The World Ends with You?


Seven days, three chapters... but you've got it smile.gif

The World Ends With You is one of my favourite RPG ever, but I've also drawn inspiration from 999: Nine Hours, Nine Persons, Nine Doors as regards atmosphere and character development.

BTW, the story is subdived like this at the moment:

Chapter 1: Late Night Nightmare

Day 1 [complete]
Day 2 [complete]
Day 3 [WIP]
Day 4

Chapter 2: [Name top secret ATM]

Day 5
Day 6 - part 1
Day 6 - part 2

Chapter 3: [Name top secret ATM]

Day 6 - part 3
Day 7 - part 1, 2 and 3

As regards scientific names... have you noticed Laurent Fourier's name was inspired by a useful math tool in physics?

Thanks for your appreciations,

BTW, if you someone would like playing the Demo, I'd really need to have some feedback, since I'm working on Day 3 with a single comment on Day 2...

Jens

This post has been edited by Jens of Zanicuud: Jun 6 2012, 05:52 AM


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lethitax
post Jun 10 2012, 02:02 AM
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I found a few oddities...such as the weak pain-killers saying they last for 3 turns, when they practically act like a potion and heal that amount. Initially I thought it would be a short-term "stimulus" type effect that reduced pain by 45% for 3 turns, then returned them to original values prior to usage.

I also found a spot where I could walk passed the borders: when you reach section 2 for the first time; when you cross the streets and head downwards toward a red arrow that prevents you from going forward, but if you go a few tiles to either the left or right, then head downwards, it allows you to pass through into the black space.

This post has been edited by lethitax: Jun 10 2012, 02:03 AM
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Jens of Zanicuud
post Jun 17 2012, 03:09 AM
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QUOTE (lethitax @ Jun 10 2012, 12:02 PM) *
I found a few oddities...such as the weak pain-killers saying they last for 3 turns, when they practically act like a potion and heal that amount. Initially I thought it would be a short-term "stimulus" type effect that reduced pain by 45% for 3 turns, then returned them to original values prior to usage.

I also found a spot where I could walk passed the borders: when you reach section 2 for the first time; when you cross the streets and head downwards toward a red arrow that prevents you from going forward, but if you go a few tiles to either the left or right, then head downwards, it allows you to pass through into the black space.


Weak Painkillers lasts three turns. The pain healed this way gradually rise in the next five turns.
Let's insert a little explanation:

Veckert has 1000 Pain, you use Weak Painkiller and recover 450 Pain.
At 4th turn, Veckert's pain will rise by 10% of 450 (that is 45);
at 5th turn, by 20% (90);
at 6th turn, by 30% (135);
et cetera, et cetera, et cetera...

Thanks for the tileset bug report, I'll fix it ASAP.

Jens


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lethitax
post Jun 17 2012, 02:20 PM
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QUOTE (Jens of Zanicuud @ Jun 17 2012, 04:09 AM) *
QUOTE (lethitax @ Jun 10 2012, 12:02 PM) *
I found a few oddities...such as the weak pain-killers saying they last for 3 turns, when they practically act like a potion and heal that amount. Initially I thought it would be a short-term "stimulus" type effect that reduced pain by 45% for 3 turns, then returned them to original values prior to usage.

I also found a spot where I could walk passed the borders: when you reach section 2 for the first time; when you cross the streets and head downwards toward a red arrow that prevents you from going forward, but if you go a few tiles to either the left or right, then head downwards, it allows you to pass through into the black space.


Weak Painkillers lasts three turns. The pain healed this way gradually rise in the next five turns.
Let's insert a little explanation:

Veckert has 1000 Pain, you use Weak Painkiller and recover 450 Pain.
At 4th turn, Veckert's pain will rise by 10% of 450 (that is 45);
at 5th turn, by 20% (90);
at 6th turn, by 30% (135);
et cetera, et cetera, et cetera...

Thanks for the tileset bug report, I'll fix it ASAP.

Jens


Ahh, so that's how it works. I didn't know, which was why I brought it up.
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Kaleb Daub
post Jun 21 2012, 06:10 AM
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This sounds unique but i swear i have either played a game or seen a movie thats almost exactly like this but oh well great job keep up the work..


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Jens of Zanicuud
post Jun 23 2012, 01:10 AM
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@mooshra

This is why you don't know the entire plot...
When you'll find out what "Tryadine" is and what's the bond within Lyonell, Veckert and the other charas, I think you'll change your mind:)
(BTW, it will be a looong time, since I've only completed Day 3 out of 7...)

Anyway, I'm proudly announcing that Day 3 is on, just a few days of debugging and I'll post the new Demo (average play time: from 1h to 2h).

Thanks to lethitax for a precise grammar/spell review of Day 1 smile.gif

For any doubt, advice or news, just PM me.

Jens

This post has been edited by Jens of Zanicuud: Jun 23 2012, 01:11 AM


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Jens of Zanicuud
post Jun 25 2012, 04:14 AM
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New Demo is on smile.gif

Dismissed link - check next post

Please comment, I need some feedback about the story, the characters and a couple of other things smile.gif

Ask for troubleshooting anytime.

Jens

This post has been edited by Jens of Zanicuud: Jun 25 2012, 06:18 AM


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Jens of Zanicuud
post Jun 25 2012, 05:55 AM
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There's a little annoying problem with the HUD.
It won't affect the game but can spoil some cutscene.

I'll fix it in no time, sorry but I've got no problems while playing it...
Every problem comes out after I create the package...

Jens

EDIT:

Wait for new demo. I'm working on it.
Patch it's not safe ATM.


There's a known compatibility issue with Day 2 final save.
If you load from that save file, you won't be able to open your menu.
If you are in that situation, then:

> Download this Patch:

Wait for new demo. I'm working on it.
Patch it's not safe ATM.


Extract these files in your Tryadine Effect folder (you game's folder should share this appearance):


-- if you've downloaded the previous patch, just overwrite it --

then enable patches from title screen options.

This is it, sorry but I have few bug busters at the moment...

Jens

This post has been edited by Jens of Zanicuud: Jun 26 2012, 08:29 AM


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lethitax
post Jun 25 2012, 04:26 PM
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Ok, so basically; I downloaded the patch and the new version, but instead of installing it in the same place as the previous demo: I decided to install it elsewhere. I also accidentally had another folder with the same name as the patch folder for this game, so it ended up creating a duplicate with a (1) next to it.

I believe that's where the problem began: I placed the patch into the new Tryadine folder I made, and there was another patch folder there as well, but it didn't over-write; as the names were not exactly the same. I ended up deleting the patch folder that was originally there and then started the game. One of two problems arose due to this:

1. I still can't access the menu with the patch enabled in the options.

2. If I try to start from the beginning of the game: I get this message right when Veckert leaves the train;

http://s426.photobucket.com/albums/pp341/X...rrent=Tryn3.jpg

Now I've already tried the following:

A. Re-install the new demo into the directory where the old demo was.

B. Uninstall the demo entirely and re-download the new demo, then re-install.

C. Re-download the patch file and install it into the new Tryadine folder, which no longer came with its own patch folder.

D. Uninstall and delete everything, even the saves and anything else related to Tryadine; then re-download the new demo and install that.

I'm not very savvy with the mechanics behind how these games are made, but I've spent about an hour or so repeating those procedures; option D, being the last resort. I think I'll just wait until you have some of the new bugs ironed out first, before trying anything, as right now I can't progress from my previous saves, nor can I start anew.

This post has been edited by lethitax: Jun 25 2012, 04:29 PM
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The Law G14
post Jun 25 2012, 04:42 PM
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Hey man sorry I haven't given any feedback in a looong time, I'll try this new demo out since it has three days and give some thorough feedback and tell you about any bug reports. However, since lethitax's post, I'll wait until everything until I download. Hope you best of luck!


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Feoden
post Jun 26 2012, 03:28 AM
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QUOTE (The Law G14 @ Jun 26 2012, 02:42 AM) *
Hey man sorry I haven't given any feedback in a looong time, I'll try this new demo out since it has three days and give some thorough feedback and tell you about any bug reports. However, since lethitax's post, I'll wait until everything until I download. Hope you best of luck!


Oh well that's a pity!
I have continued my save file and it works. However, there's a little problem later on in the demo since file "092-Attack 04.ogg" is missing. You should copy it from the Standard RTP folder and paste it in the Audio/SE folder.


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Jens of Zanicuud
post Jun 26 2012, 08:13 AM
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QUOTE (Feoden @ Jun 26 2012, 01:28 PM) *
QUOTE (The Law G14 @ Jun 26 2012, 02:42 AM) *
Hey man sorry I haven't given any feedback in a looong time, I'll try this new demo out since it has three days and give some thorough feedback and tell you about any bug reports. However, since lethitax's post, I'll wait until everything until I download. Hope you best of luck!


Oh well that's a pity!
I have continued my save file and it works. However, there's a little problem later on in the demo since file "092-Attack 04.ogg" is missing. You should copy it from the Standard RTP folder and paste it in the Audio/SE folder.


Okay, okay, you've found many bugs I haven't found.
I'm truly sorry 'bout that.

I'll try fixing'em ASAP, I promise.
Maybe I'll post a new link today...

Thanks anyway for debugging.

Jens

EDIT: Found the source of every oddity.
I'm fixing...

Wait only a hour and new Demo link will be available.

EDIT: Demo V 3.0 (Days 1, 2 and 3)

I fixed it! (well, there are some tilesets issue, but I'm too tired to fix it just now... I've discovered them just after uploading the file...)

Jens

This post has been edited by Jens of Zanicuud: Jun 26 2012, 08:55 AM


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lethitax
post Jun 26 2012, 07:44 PM
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You're making good progress, but still have a ways to go; atleast in terms of the dialogue Xd.

Days 1 and 2 have been polished up, but there are still some spelling/grammar issues to sort out, and Day 3 is rather rough around the edges. I'll most likely send you the details later >_>....as in maybe a week or so from now, since I'm not feeling too well at the moment.
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Jens of Zanicuud
post Jun 27 2012, 11:05 PM
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Thanks for your feedback and grammar&spelling review:)
What about plot, characters, settings, etc?

I had barely no feedback about this point, except for some review and comment.
I've written down the whole plot and made some little modification while transposing it to the game (maybe I'll post some paragraph from the .doc file... Day 2 and Day 3 had been rather modified in that process, BTW I'm quite satisifed with the result)

Jens

This post has been edited by Jens of Zanicuud: Jun 27 2012, 11:07 PM


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3rr3
post Jun 29 2012, 03:42 AM
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Wll, I played the demo and... It is fantastic. Really. Sensations, feelings, dispair. If this is only a part of the complete game... well I'm waiting smile.gif Please Jens, continue this game! smile.gif


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The Law G14
post Jul 3 2012, 09:13 AM
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Hey man, finally got this all written up and set. Here’s some in-depth feedback and I hope it helps you out. I wasn’t able to complete the demo, I got all the way to near the end of Day 3 but I couldn’t defeat the first noctophage when trying to leave that building with my torch and everything. Literally it was impossible because I had too much pain sad.gif But as for the feedback, just to give you an early sneak-peak…the demo was quite awesome biggrin.gif

Feedback: Tryadine Effect

Systems/Features: 6/10
The features or systems that were implemented in the game were done very nicely, like the Menu System was perfect with the representation for equipment data and that heartbeat signal and the Pain and Blood System was also creative and unique. However, my problem with this area was that I didn’t feel like there was enough unique features/systems that you can be like “Hey, this game had so many great features, like the Pain and Blood System, and this system, etc.” I mean, even the little things, like the torch system can be taken farther. Or you could add the ability for the player to actually call people and find out information. And I know you can think up stuff man, because the menu was extremely creative and amazing along with the Pain and Blood System (With that reinforcements idea)!


Graphical Appeal: 7/10
Graphically wise, this demo was pretty good. I loved how in certain scenes you could actually see everything, like the intro, the train scene, Dr. Fourier talking, that was impressive. Moreover, even though everything wasn’t over the top amazing in terms of graphics, everything was consistent in style. The only thing I would suggest working on is maybe some more custom character graphics that look more in tune with the tile set? In any event, great job on the scenes, tile sets, menu design, etc. it was very good overall graphically wise.

Music: 9/10
The music was perfect for every scene. Don’t know where you found it, but it really amplified the feeling each scene brought. Only thing is that some pieces overplayed a little.


[/b]Story and Dialogue: 8/10[/b]
Dialogue Errors
When Veckert walks into the crime scene:
“I’m pretty accustomed to this [should be ‘these’] kind of brutal deaths...”
Talking to Blame
“I have to inspect the whole area, [remove this] before jumping…”
Talking to Blame after inspection
“Someone wanted us to believe it was Hameophage. L[1] [What’s this lol]”
Talking to Mie
Have [Did] you noticed [remove] anything suspicious, last night?”
Talking to Keef
“Go back to your “faboulous” [should be fabulous] [DISTRICT 1]!
“I’m not such [add ‘a’ right here] rich, [remove] guy”
Have [Did] you seen [remove] or heard [change to ‘hear’] something [change to ‘anything’] unusual last night?”
Talking to Geveree
“…have [Did] you seen [remove] or heard [replace with ‘hear’ anything unusual, [remove] last night. [change to ‘?’”
“Definitively” this seems a bit awkard in that context, maybe just say “Yup, there was”.
Talking to Mei, change first line to:
“Did you see or hear anything…strange recently?”
“…but after but after [delete]…”
Talking to Yanette
Do the same thing like for Mei
Talking to Earn
Men [should be ‘Man’]…that was…”
Talking to Julia
“Veckert, Earn told me anything [should be everything]”
After talking to everyone and Blame calls you and Veckert start thinking
“What could have they found” change to “What could they have found?”
“Blame shows no emotion at all, [remove] while speaking”
“…but I [I’ve] know him since my early…”
Eastern
“Some Hameophages succeeded in overcomee [ing] our...”
“I’ve only [got] to stop them…”
Mr Fourier
“My fellows, we have lost one of the most brilliant mind[s]…”
Next text box cuts off some text
Again, next text box cuts off some text
The next text box is also cut off
In fact there are several more text boxes with cut off text, I don’t want to hog it up all here lol so make sure you go through again to test if everything is fitting properly.
Is Veckert from Distrct 5 or 7?
Girl in Spectra
“Anyway, can how can I help you?” [worded wrongly, remove first ‘can’]
“Damn, I have a weakness for this [these]…”
Starting to get lazy so I’m gonna stop looking for dialogue errors for now sad.gif Sorry, but just re-test Day 2 and maybe Day 3 if I don’t do that one to check for that. I’m going to keep playing, I’m just getting hooked so I don’t want to keep switching out to write down grammar errors.

Story and Dialogue Opinion
Besides the grammar mistakes, as long as you fix that, this category was beautifully put together. I feel every character was consistent with the original traits you displayed on them in the beginning and I believed all conversations flowed very natural and normal, and everything seemed very realistic. Moreover the story is being presented amazingly, always keeping you with questions while slowly providing you valuable information. However, some things could have been unclear, what district is Veckert from? Besides that, this area was great.


Mapping: 9/10
The mapping and environment captured exactly the feel I believe you were trying to emulate. At first I was wondering why everything was so dark (and I usually hate dark maps lol) but then it’s explained that that is due to the SHIELD. Moreover the train station gave me the perfect feeling of being actually at train. I can’t really say anything I disliked on the maps, so great job here!


Battle Mechanics/Gameplay: 7/10
Now, the system used for battling was creative and awesome. First of all though, let me talk about battle mechanics, how battle flowed out, etc. Well mainly, I think if the help option (like I will describe in my bug report) I would have probably felt better about battle, but I feel some options were not really user friendly, and it was hard to remember and find out what keys to use to switch weapons, etc. Moreover, the layout of battle was a little plain, I mean you don’t have to make it way to “eye-candy” but in my opinion it could looked for unique like the menu system. Finally, besides that, battling was very fun with this Pain and Blood System. I liked how battling wasn’t always “IN YOUR FACE OMG”, but I think a little more encounters would have been sufficient and also a way to maybe feel like you’re getting stronger like some stats upgrade page? Because I kept getting destroyed by the four Hameophage assault. Good job though in this area man!


Bug Report
Lol, well in the help screen, you have something that says “Sh*t to previous..” that should probably be “shift”.

The Battle Tutorial doesn’t move on to the next page.

Not really a bug, but could you make the controls more “user-friendly”? Because when it says to switch players, I have to move between like V I think and another key?

When you try to switch weapons as a reinforcements agent, an error pops up “Script ‘sub-weapon’ line 120: NoMethodError occurred. Undefined method ‘+’ for nil:NilClass”

The screen stays grey after Blame makes a statement that he’s recovering if he died in battle.

After I got the First Repair Kit from the dead robot (the one before meeting Eni) than I went to my items and got this error: “Script ‘SCENE_ITEM_ALL’ line 105: ArgumentError occurred. Comparison of RPG:Weapon with RPG::Armor failed.”


Overall Opinion: 7.5

Great work man, just fix those grammatical errors and fitting your text in the box and maybe add a couple more creative systems. Besides that, great job on this, I really really wanted to find out how Day 3 ended, so maybe you could tell me in a spoiler? Lol great job man! I look forward to Day 4!


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