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[转载发布] [RMVX Ace] Equipment Optimisation Enhanced!

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-8-1 17:53:02 | 显示全部楼层 |阅读模式
    Equipment Performance Enhanced​

    Version: 1.01
    Author: John Clifford AKA Trihan
    Date: 21/04/2015




    Version History



    • <Version 1.01> 2015.04.21 Edited default weights for some sparams to a negative value because they're better the lower they are.
    • <Version 1> 2015.04.20 Original Release
    Planned Future Versions​


    • <Version 1.1> Add commands and notetags to override performance weights on a per-item basis.
    • <Version 1.2> Add an optional flag for actors which will cause them to try optimising to compensate for weaknesses e.g. a character weak against fire will prioritise equipment with fire resistance.
    Description





    The default behaviour of the equipment optimisation method for actors takes nothing but its parameter bonuses into account; this means you could have armour with 18 DEF that will be equipped over one with 17 DEF that quadruples your HP and reduces all damage to 0%. This script aims to change that by giving features a weight that will be considered when picking the "optimal" equipment.



    Features​


    • Define weights for each feature you can set for a weapon or armour that will be taken into account when optimising equipment
    • Adapts to whatever states, skill types, skills, weapon types, armour types and elements you've set in the database, so you don't have to worry about keeping track of how many array elements are set in the config.
    • REDUCES the item's performance value if the feature is detrimental e.g. -10% HP or making you more susceptible to a state.
    • Override individual weight values easily in the config.
    • Optional config flag to prevent performance reduction when the feature has a negative effect; all features will add to the value, even bad ones.
    • Once it's configured everything else is done for you!
    Screenshots​


    Take these two items of armour, for example (I've edited one to have worse overall stats, for illustration purposes)













    Now logic would dictate that you'd rather be wearing a robe that reduces most elemental damage by 60%, even if it does have 1 less DEF. However, if you optimise your equipment in the default engine while holding these two...





    But no more, my friends! Use my patented Equipment Performance Enhanced script and you too can achieve this!





    Instructions​


    Using this script couldn't be easier. In fact, if you're okay with 1 extra point per percentage or solid point of bonuses, and 10 points for additional skill types/skills etc, you don't even have to set anything up! The config is fully commented and explained, and it also tells you how you can override individual values for the arrays which are set up dynamically. If I made this any easier to use I'd have to charge for it.



    Script




    Spoiler                Code:       
    1. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    2. #  ▼ Equipment performance rating enhancement
    3. #  Author: Trihan
    4. #  Version 1
    5. #  Release date: 20/04/2015
    6. #
    7. #  Thanks for Sixth for pointing out an issue with sparam weights.
    8. #
    9. #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
    10. #-------------------------------------------------------------------------------
    11. #  ▼ UPDATES
    12. #-------------------------------------------------------------------------------
    13. # # 21/04/2015. Edited the default config to give negative weights to some
    14. # # sparams so they're considered appropriately for their effect.
    15. # # 20/04/2015. First release
    16. #-------------------------------------------------------------------------------
    17. #  ▼ TERMS OF USAGE
    18. #-------------------------------------------------------------------------------
    19. # # You are free to adapt this work to suit your needs.
    20. # # You can use this work for commercial purposes if you like it.
    21. # # Credit is appreciated.
    22. # #
    23. # # For support:
    24. # # rpgmaker.net
    25. # # rmrk.net
    26. # # rpgmakervxace.net
    27. # # rpgrevolution.com
    28. #-------------------------------------------------------------------------------
    29. #  ▼ INTRODUCTION
    30. #-------------------------------------------------------------------------------
    31. # # The default behaviour of the equipment optimisation method for actors
    32. # # takes nothing but its parameter bonuses into account; this means you
    33. # # could have armour with 18 DEF that will be equipped over one with 17
    34. # # DEF that quadruples your HP and reduces all damage to 0%. This script
    35. # # aims to change that by giving features a weight that will be considered
    36. # # when picking the "optimal" equipment.
    37. #-------------------------------------------------------------------------------
    38. #  ▼ INSTRUCTIONS
    39. #-------------------------------------------------------------------------------
    40. # # Set the weights for each feature in the config however you like. The script
    41. # # will do the rest.
    42. #-------------------------------------------------------------------------------
    43. #  ▼ COMPATIBILITY
    44. #-------------------------------------------------------------------------------
    45. # # List of aliases and overwrites:
    46. # #
    47. # # RPG::Armor
    48. # # performance (alias)
    49. # #
    50. # # RPG::Armor
    51. # # performance (alias)
    52. # #
    53. # # RPG::EquipItem
    54. # # performance_plus (new method)
    55. # # tri_pre_calc_bonus_percentage_with_id (new method)
    56. # # tri_pre_add_bonus_with_id (new method)
    57. # # tri_pre_add_bonus (new method)
    58. # # tri_pre_calc_bonus_percentage_param (new method)
    59. # # tri_pre_calc_bonus_param_with_id (new method)
    60. # # tri_pre_calc_bonus_param (new method)
    61. # # tri_pre_calc_bonus (new method)
    62. # #
    63. # # As far as I'm aware there aren't any other scripts that change the way
    64. # # performance works, so there shouldn't be any compabitility issues.
    65. #-------------------------------------------------------------------------------
    66. $imported = {} if $imported.nil?
    67. $imported['TriPRE'] = true
    68. module TRI_PRE
    69.   # DO NOT EDIT THESE
    70.   temp_system_data = load_data("Data/System.rvdata2")
    71.   temp_state_data = load_data("Data/States.rvdata2")
    72.   temp_skill_data = load_data("Data/Skills.rvdata2")
    73.   CONFIG = {
    74.   # ----------------------------------------------------------------------------
    75.   # EDITABLE REGION BEGINS HERE
    76.   # ----------------------------------------------------------------------------
    77.   # :reverse_negatives - A flag which determines whether negative values will
    78.   # reduce an item's performance rating. For example, armour which makes you
    79.   # take an additional 5% fire damage would reduce the rating instead of adding
    80.   # to it.
    81.   # ----------------------------------------------------------------------------
    82.     :reverse_negatives    => true,
    83.   # ----------------------------------------------------------------------------
    84.   # :element_rate_weight - Determines how many points are added to an item's
    85.   # performance rating for each percent of elemental reduction. The script
    86.   # will automatically populate the array with the value in brackets for each
    87.   # defined element. See below for how to override individual elements.
    88.   # ----------------------------------------------------------------------------
    89.     :element_rate_weight  => [1] * temp_system_data.elements.size,
    90.   # ----------------------------------------------------------------------------
    91.   # :debuff_rate_weight - Determines how many points are added to an item's
    92.   # performance rating for each percent of debuff protection. The script
    93.   # will automatically populate the array with the value in brackets for each
    94.   # debuff parameter. See below for how to override individual elements.
    95.   # The indexes are as follows:
    96.   # [MAX HP, MAX MP, ATK, DEF, MAT, MDF, AGI, LUK]
    97.   # ----------------------------------------------------------------------------
    98.     :debuff_rate_weight  => [1, 1, 1, 1, 1, 1, 1, 1],
    99.   # ----------------------------------------------------------------------------
    100.   # :state_rate_weight - Determines how many points are added to an item's
    101.   # performance rating for each percent of state protection. The script
    102.   # will automatically populate the array with the value in brackets for each
    103.   # defined state. See below for how to override individual elements.
    104.   # ----------------------------------------------------------------------------
    105.     :state_rate_weight  => [1] * temp_state_data.size,
    106.   # ----------------------------------------------------------------------------
    107.   # :state_resist_weight - Determines how many points are added to an item's
    108.   # performance rating for each state resisted. The script will automatically
    109.   # populate the array with the value in brackets for each defined state. See
    110.   # below for how to override individual elements.
    111.   # ----------------------------------------------------------------------------
    112.     :state_resist_weight  => [10] * temp_state_data.size,
    113.   # ----------------------------------------------------------------------------
    114.   # :param_weight - Determines how many points are added to an item's
    115.   # performance rating for each bonus parameter point. The script will
    116.   # automatically populate the array with the value in brackets for each
    117.   # parameter. See below for how to override individual elements.
    118.   # The indexes are as follows:
    119.   # [MAX HP, MAX MP, ATK, DEF, MAT, MDF, AGI, LUK]
    120.   # ----------------------------------------------------------------------------
    121.     :param_weight  => [1, 1, 1, 1, 1, 1, 1, 1],
    122.   # ----------------------------------------------------------------------------
    123.   # :xparam_weight - Determines how many points are added to an item's
    124.   # performance rating for each bonus ex-parameter point. The script will
    125.   # automatically populate the array with the value in brackets for each
    126.   # ex-parameter. See below for how to override individual elements.
    127.   # The indexes are as follows:
    128.   # [HIT, EVA, CRI, CEV, MEV, MRF, CNT, HRG, MRG, TRG]
    129.   # ----------------------------------------------------------------------------
    130.     :xparam_weight  => [1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
    131.   # ----------------------------------------------------------------------------
    132.   # :sparam_weight - Determines how many points are added to an item's
    133.   # performance rating for each bonus sp-parameter point. The script will
    134.   # automatically populate the array with the value in brackets for each
    135.   # sp-parameter. See below for how to override individual elements.
    136.   # The indexes are as follows:
    137.   # [TGR, GRD, REC, PHA, MCR, TCR, PDR, MDR, FDR, EXR]
    138.   # NOTE: MCR, PDR, MDR and FDR are given negative weights by default because
    139.   # unlike the others, they are better for the actor the lower they are.
    140.   # ----------------------------------------------------------------------------
    141.     :sparam_weight  => [-1, 1, 1, 1, -1, 1, -1, -1, -1, 1],
    142.   # ----------------------------------------------------------------------------
    143.   # :atk_element_weight - Determines how many points are added to an item's
    144.   # performance rating for each additional attack element. The script will
    145.   # automatically populate the array with the value in brackets for each
    146.   # defined element. See below for how to override individual elements.
    147.   # ----------------------------------------------------------------------------
    148.     :atk_element_weight  => [10] * temp_system_data.elements.size,
    149.   # ----------------------------------------------------------------------------
    150.   # :atk_state_weight - Determines how many points are added to an item's
    151.   # performance rating for each percent chance of attack state. The script will
    152.   # automatically populate the array with the value in brackets for each
    153.   # defined state. See below for how to override individual elements.
    154.   # ----------------------------------------------------------------------------
    155.     :atk_state_weight  => [1] * temp_state_data.size,
    156.   # ----------------------------------------------------------------------------
    157.   # :atk_speed_weight - Determines how many points are added to an item's
    158.   # performance rating for each additional point of attack speed.
    159.   # ----------------------------------------------------------------------------
    160.     :atk_speed_weight  => 1,
    161.   # ----------------------------------------------------------------------------
    162.   # :atk_times_weight - Determines how many points are added to an item's
    163.   # performance rating for each additional attack it allows.
    164.   # ----------------------------------------------------------------------------
    165.     :atk_times_weight  => 10,
    166.   # ----------------------------------------------------------------------------
    167.   # :stype_add_weight - Determines how many points are added to an item's
    168.   # performance rating for each additional skill type it unlocks.
    169.   # ----------------------------------------------------------------------------
    170.     :stype_add_weight  => [10] * temp_system_data.skill_types.size,
    171.   # ----------------------------------------------------------------------------
    172.   # :stype_seal_weight - Determines how many points are deducted from an item's
    173.   # performance rating for each skill type it seals.
    174.   # ----------------------------------------------------------------------------
    175.     :stype_seal_weight  => [10] * temp_system_data.skill_types.size,
    176.   # ----------------------------------------------------------------------------
    177.   # :skill_add_weight - Determines how many points are added to an item's
    178.   # performance rating for each additional skill it unlocks.
    179.   # ----------------------------------------------------------------------------
    180.     :skill_add_weight  => [10] * temp_skill_data.size,
    181.   # ----------------------------------------------------------------------------
    182.   # :skill_seal_weight - Determines how many points are deducted from an item's
    183.   # performance rating for each skill it seals.
    184.   # ----------------------------------------------------------------------------
    185.     :skill_seal_weight  => [10] * temp_skill_data.size,
    186.   # ----------------------------------------------------------------------------
    187.   # :equip_wtype_weight - Determines how many points are added to an item's
    188.   # performance rating for each additional weapon type it unlocks.
    189.   # ----------------------------------------------------------------------------
    190.     :equip_wtype_weight  => [10] * temp_system_data.weapon_types.size,
    191.   # ----------------------------------------------------------------------------
    192.   # :equip_atype_weight - Determines how many points are added to an item's
    193.   # performance rating for each additional armour type it unlocks.
    194.   # ----------------------------------------------------------------------------
    195.     :equip_atype_weight  => [10] * temp_system_data.armor_types.size,
    196.   # ----------------------------------------------------------------------------
    197.   # :equip_fix_weight - Determines how many points are deducted from an item's
    198.   # performance rating for each equipment slot it fixes in place.
    199.   # The indexes are as follows:
    200.   # [Weapon, Shield, Head, Body, Accessory]
    201.   # ----------------------------------------------------------------------------
    202.     :equip_fix_weight  => [10, 10, 10, 10, 10],
    203.   # ----------------------------------------------------------------------------
    204.   # :equip_seal_weight - Determines how many points are deducted from an item's
    205.   # performance rating for each equipment slot it seals.
    206.   # The indexes are as follows:
    207.   # [Weapon, Shield, Head, Body, Accessory]
    208.   # ----------------------------------------------------------------------------
    209.     :equip_seal_weight  => [10, 10, 10, 10, 10],
    210.   # ----------------------------------------------------------------------------
    211.   # :slot_type_weight - Determines how many points are added to an item's
    212.   # performance rating if it allows dual wielding.
    213.   # ----------------------------------------------------------------------------
    214.     :slot_type_weight  => 10,
    215.   # ----------------------------------------------------------------------------
    216.   # :action_plus_weight - Determines how many points are added to an item's
    217.   # performance rating for each percent of additional action chance.
    218.   # ----------------------------------------------------------------------------
    219.     :action_plus_weight  => 1,
    220.   # ----------------------------------------------------------------------------
    221.   # :special_flag_weight - Determines how many points are added to an item's
    222.   # performance rating for each special flag it adds.
    223.   # The indexes are as follows:
    224.   # [Autobattle, Guard, Substitute, Conserve TP]
    225.   # ----------------------------------------------------------------------------
    226.     :special_flag_weight  => [10, 10, 10, 10],
    227.   # ----------------------------------------------------------------------------
    228.   # :party_ability_weight - Determines how many points are added to an item's
    229.   # performance rating for each party ability it adds.
    230.   # The indexes are as follows:
    231.   # [Encounter Half, Encounter None, Cancel Surprise, Raise Preemptive,
    232.   # Gold Double, Drop Item Double]
    233.   # ----------------------------------------------------------------------------
    234.     :party_ability_weight  => [10, 10, 10, 10, 10, 10],
    235.   # ----------------------------------------------------------------------------
    236.   }
    237.   # ----------------------------------------------------------------------------
    238.   # EDITING ANYTHING BEYOND THIS POINT WILL RESULT IN PREMATURE BALDING AND
    239.   # LOSS OF EARNINGS.
    240.   #-----------------------------------------------------------------------------
    241.   FEATURE_ELEMENT_RATE  = 11              # Element Rate
    242.   FEATURE_DEBUFF_RATE   = 12              # Debuff Rate
    243.   FEATURE_STATE_RATE    = 13              # State Rate
    244.   FEATURE_STATE_RESIST  = 14              # State Resist
    245.   FEATURE_PARAM         = 21              # Parameter
    246.   FEATURE_XPARAM        = 22              # Ex-Parameter
    247.   FEATURE_SPARAM        = 23              # Sp-Parameter
    248.   FEATURE_ATK_ELEMENT   = 31              # Atk Element
    249.   FEATURE_ATK_STATE     = 32              # Atk State
    250.   FEATURE_ATK_SPEED     = 33              # Atk Speed
    251.   FEATURE_ATK_TIMES     = 34              # Atk Times+
    252.   FEATURE_STYPE_ADD     = 41              # Add Skill Type
    253.   FEATURE_STYPE_SEAL    = 42              # Disable Skill Type
    254.   FEATURE_SKILL_ADD     = 43              # Add Skill
    255.   FEATURE_SKILL_SEAL    = 44              # Disable Skill
    256.   FEATURE_EQUIP_WTYPE   = 51              # Equip Weapon
    257.   FEATURE_EQUIP_ATYPE   = 52              # Equip Armor
    258.   FEATURE_EQUIP_FIX     = 53              # Lock Equip
    259.   FEATURE_EQUIP_SEAL    = 54              # Seal Equip
    260.   FEATURE_SLOT_TYPE     = 55              # Slot Type
    261.   FEATURE_ACTION_PLUS   = 61              # Action Times+
    262.   FEATURE_SPECIAL_FLAG  = 62              # Special Flag
    263.   FEATURE_PARTY_ABILITY = 64              # Party Ability
    264. end
    265. # You can override specific values in variable-size arrays using the line
    266. # below. Simply copy it for each override you want, fill in the blanks and
    267. # uncomment. For example, if I wanted the fire atk element to give 100 points
    268. # instead of 10, I would write
    269. # TRI_PRE::CONFIG[:atk_element_weight][3] = 100
    270. #
    271. # TRI_PRE::CONFIG[:symbol_name][index] = value
    272. class RPG::Armor < RPG::EquipItem
    273.   alias tri_pre_performance performance
    274.   def performance
    275.     tri_pre_performance +
    276.     performance_plus
    277.   end
    278. end
    279. class RPG::Weapon < RPG::EquipItem
    280.   alias tri_pre_performance performance
    281.   def performance
    282.     tri_pre_performance +
    283.     performance_plus
    284.   end
    285. end
    286. class RPG::EquipItem < RPG::BaseItem
    287.   include TRI_PRE
    288.   def performance_plus
    289.     total = 0
    290.     [
    291.       [:element_rate, FEATURE_ELEMENT_RATE],
    292.       [:debuff_rate, FEATURE_DEBUFF_RATE],
    293.       [:state_rate, FEATURE_STATE_RATE]
    294.     ].each { |symbol, code|
    295.       total += tri_pre_calc_bonus_percentage_with_id(symbol, code)
    296.     }
    297.     [
    298.       [:state_resist, FEATURE_STATE_RESIST],
    299.       [:atk_element, FEATURE_ATK_ELEMENT],
    300.       [:stype_add, FEATURE_STYPE_ADD],
    301.       [:stype_seal, FEATURE_STYPE_SEAL],
    302.       [:skill_add, FEATURE_SKILL_ADD],
    303.       [:skill_seal, FEATURE_SKILL_SEAL],
    304.       [:equip_wtype, FEATURE_EQUIP_WTYPE],
    305.       [:equip_atype, FEATURE_EQUIP_ATYPE],
    306.       [:equip_fix, FEATURE_EQUIP_FIX],
    307.       [:equip_seal, FEATURE_EQUIP_SEAL],
    308.       [:special_flag, FEATURE_SPECIAL_FLAG],
    309.       [:party_ability, FEATURE_PARTY_ABILITY]
    310.     ].each { |symbol, code|
    311.       total += tri_pre_add_bonus_with_id(symbol, code)
    312.     }
    313.     [
    314.       [:slot_type, FEATURE_SLOT_TYPE]
    315.     ].each { |symbol, code|
    316.       total += tri_pre_add_bonus(symbol, code)
    317.     }
    318.     [
    319.       [:param, FEATURE_PARAM],
    320.       [:sparam, FEATURE_SPARAM],
    321.     ].each { |symbol, code|
    322.       total += tri_pre_calc_bonus_percentage_param(symbol, code)
    323.     }
    324.     [
    325.       [:xparam, FEATURE_XPARAM],
    326.       [:atk_state, FEATURE_ATK_STATE]
    327.     ].each { |symbol, code|
    328.       total += tri_pre_calc_bonus_param_with_id(symbol, code)
    329.     }
    330.     [
    331.       [:atk_speed, FEATURE_ATK_SPEED],
    332.       [:atk_times, FEATURE_ATK_TIMES]
    333.     ].each { |symbol, code|
    334.       total += tri_pre_calc_bonus_param(symbol, code)
    335.     }
    336.     [
    337.       [:action_plus, FEATURE_ACTION_PLUS]
    338.     ].each { |symbol, code|
    339.       total += tri_pre_calc_bonus(symbol, code)
    340.     }
    341.     total
    342.   end
    343.   def tri_pre_calc_bonus_percentage_with_id(symbol, code)
    344.     matching_features = @features.select { |feature| feature.code == code }
    345.     bonus_performance = matching_features.inject(0) { |total, feature| value = ((100 - feature.value * 100) * CONFIG["#{symbol}_weight".to_sym][feature.data_id]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
    346.   end
    347.   def tri_pre_add_bonus_with_id(symbol, code)
    348.     matching_features = @features.select { |feature| feature.code == code }
    349.     bonus_performance = matching_features.inject(0) { |total, feature| total += CONFIG["#{symbol}_weight".to_sym][feature.data_id] }
    350.   end
    351.   def tri_pre_add_bonus(symbol, code)
    352.     matching_features = @features.select { |feature| feature.code == code }
    353.     bonus_performance = matching_features.inject(0) { |total, feature| total += CONFIG["#{symbol}_weight".to_sym] }
    354.   end
    355.   def tri_pre_calc_bonus_percentage_param(symbol, code)
    356.     matching_features = @features.select { |feature| feature.code == code }
    357.     bonus_performance = matching_features.inject(0) { |total, feature|
    358.     value = ((feature.value * 100 - 100) * CONFIG["#{symbol}_weight".to_sym][feature.data_id]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value
    359.     }
    360.   end
    361.   def tri_pre_calc_bonus_param_with_id(symbol, code)
    362.     matching_features = @features.select { |feature| feature.code == code }
    363.     bonus_performance = matching_features.inject(0) { |total, feature| value = ((feature.value * 100) * CONFIG["#{symbol}_weight".to_sym][feature.data_id]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
    364.   end
    365.   def tri_pre_calc_bonus_param(symbol, code)
    366.     matching_features = @features.select { |feature| feature.code == code }
    367.     bonus_performance = matching_features.inject(0) { |total, feature| value = (feature.value * CONFIG["#{symbol}_weight".to_sym]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
    368.   end
    369.   def tri_pre_calc_bonus(symbol, code)
    370.     matching_features = @features.select { |feature| feature.code == code }
    371.     bonus_performance = matching_features.inject(0) { |total, feature| value = ((feature.value * 100) * CONFIG["#{symbol}_weight".to_sym]).to_i; value = value.abs if CONFIG[:reverse_negatives] == false; total += value }
    372.   end
    373. end
    复制代码






    Credit



    • Trihan
    Thanks​


    • The readers of my Slip into Ruby series. I only noticed this while I was looking through Game_Actor for my next issue.
    • Sixth, for pointing out that some sparams work the opposite way and needed negative weights.
    Support




    I'm a regular pretty much everywhere. Make a post asking about the script and I'll probably find it, but the main support sources are listed in the script comments.


    Known Compatibility Issues​


    None known at present



    Demo




    I don't think this really needs a demo, it's pretty self-explanatory.


    Author's Notes




    This is the first proper utility script I've made in a while. I'm really proud of how well it turned out!


    Terms of Use




    Anyone can use this for anything. I'd appreciate credit, but feel free to go nuts.


    本贴来自国际rpgmaker官方论坛作者:Trihan处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/rmvx-ace-equipment-optimisation-enhanced.39083/

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