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 Post subject: JC CO - Cliff [Booth Ready] [Comments and Rates also ok]
PostPosted: Fri Jun 01, 2007 11:00 am 
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Cliff - DM/JC
Jade Cosmos Army
Clone Andy

Image <3 x0_000

Music: Compression Wave, from Planet Puzzle League, until someone makes something better

Physically Andy, with vastly different clothing, and a goatee. Alt costume is a PG uniform. While on DM's side he shows up named as "Clone Andy" or "?????"

Legal Name: Cliff Berkhardt

Bio: Reconstituted into a true human by DM after the Omega Land War, He was sent to battle in JC. Eventually he captured JC CO Carrie and was slowly turned toward the light, despite his re-creation for DM, he let the CO escape. Soon thereafter, in the next battle he was captured by JC again, he conversed with Carrie once again, then escaped. Finally, in the next battle, a tag battle with another DM CO, he received a call from JC asking him if he would like to join them. So he turned traitor and was well received by JC. Soon he was battling with friends, and happier than ever.

He's tried repeatedly to stop being called a clone, and is legally Cliff Berkhardt. Unfortunately, no one he's ever met seems to remember this.

Personality: Cliff is an adept CO, being created for that reason alone, much like his original, he is very optimistic, however he longs to get away from war.

:skill: Mechanical Master: Cliff's units are experts at self repairs, and therefore can repair themselves.

Cliffs units heal 1 HP at cities. Cliffs units may heal themselves, at nominal cost, 1 HP, once a turn, at the players discretion. This does not end the units turn.
The Player may turn on "Auto Heal" such that, when on, the Unit will automatically heal the maximum amount [1 during D2D, 3 for SCOP and COP] each day.

:smallstar: :smallstar: :bigstar: :bigstar: :bigstar: :bigstar:

Definition: HP Floor: All units who are at that HP or lower BUT survive the attack, are automatically healed up to that amount. [Note that this is the minimum possible HP for that amount, so COP, 20 True HP, SCOP 40 True HP]

:power: Healing Storm:

* For this turn and the next Cliff's units can self-repair twice a turn
* Repair costs are fourth'd for both turns.
* NO STANDARD BOOST


:super: Healing Maelstrom

- 5 HP HP Floor
-For this turn and the next, Cliff's units can use their self heal twice a turn.
-Repair costs are fourth'd for this turn and the next.
* NO STANDARD BOOST


Tags:

Carrie - "Mechanics' Heart" - 1 star - 110% //Generic One Sided Love Tag
Andy - "Me and Myself" - 1 Star - 110% // Andy and Clone Andy :3
<MAYBE>Robo-Andy - "Carbon Copies" - 1 Star - 110% // Andy's genetic material gets around. Kinky.
JC - 105% //They're his army
PG - 80% //They made him EVILZ
Kindle - 50% //Seriously.

[all of them for the Japanese version, The Second hit, and First miss in English.]
:hit: Wrenches, Friends, Carrie
:miss: being called "Clone Boy", PG, Kindle.


====Mechanic's Heart====

Cliff: Hey... like... after this wanna go...
Carrie: What? Play smash bros? Fix something? Speak English, man.

Cliff: That was awesome! I'm psyched!
Carrie: It's called an adrenaline rush, Clone Boy. Dun worry, you'll get over it.

Carrie: Hey! Clone Boy! Get over here!
Cliff: I prefer Cliff... it's my name!

Carrie: [To be developed]
Cliff: [To be developed]

====Me and Myself====

Cliff: Sometimes I wonder...
Andy: ... if we heal too much?

Cliff: Wow... won with the original. Whodathought?
Andy: Who cares? we won!

Andy: Wow! We work well together!
Cliff: It's like we're one in the same!

Andy: We can fix anything!
Cliff: From Planes to People!

Power Quotes:
"Maelstrom... come... all who oppose me... destroy!"
"The name's Cliff! Don't you forget it!"
"I Finally have friends! I won't let them down!"
"I won't let my men die!"
"Leave it to the Master of Mechanics!"
"The Sooner I end this the better."

Defeat Quotes:
"Hey! I didn't melt this time!"
"Pull out! We've done what we could!"

Switch Quotes:
"Get out your wrenches, folks!"
"Back to Battle, then?"

Victory Quotes:
"Score one for Jade Cosmos!"
"The Battle is over..."
"Finally, it is finished."

Main Menu Quotes:
Campaign – "Face either of my commanding groups here: the Dark Axis or the Allied Nations."
War Room - "Fight the AI here is some challenges. You can make them harder because the AI doesn't know what an Airport is."
Versus - "Fight up to ten people here! Kosh would say "that rox""
Design Room - "You can Customize stuff here. And Design levels. Cool."
Battle Maps - "Hachi sells stuff here. I guess you should buy some stuff."
Sound Room - "Listen to some tunes! Every song in the world is here!"
Credits - "These people helped make this awesome game. To think... one of them may have made me... weird."
Options - "Got a problem with the current settings? Adjust them here."
Exit Map - "Make sure you save before you quit."
Save - "The Battle's gone on for a while... want to save it?"
Overwrite - "There's already a save there. If you save over it, it will be gone forever."
New Game - "Ready to get started!? Lets go!"
Continue - "Lets keep going! Push on to victory!"
Unit Limit - "Seriously? We need that many units? I don't think so."
Select Target - "Someone's up for smack down. Point 'em out!"
Yield - "Perhaps it's time for us to make a strategic retreat?"

===

v1.0 : First post
v1.1 : Added a star to SCOP at Silifi's suggestion. Also moar nega PG tags
v1.2 : Added some like... quotes... fields
v1.3 : Changed SCOP some. Also added some quotes.
v1.4 : Unhaxed the SCOP
v1.5 : Picked a music =P
v1.6 : Lowered SCOP Ressurection HP from 5 to 4 kthnx
v2.0 : Complete Overhaul.
v2.1 : Took a star off SCOP, raised d2d.
v2.2 : Lowered d2d again, because people aren't consistant ever.
v2.3 : Lowered SCOP to unhax levels, hopefully people will be happy this time.
v2.4 : Raised SCOP power and cost.
v2.5 : Nerfed to make more balanced.
v2.6 : Zaire -> Cliff, also some quotes.
v3.0 : D2D change.
v4.0 : D2D change. Again.
v4.1 : Added various tags in, Quotes, etc.
v4.2 : Heeeaaaling. :3
v4.3 : Attempting to balance Powers is difficult.

===

Yeah, Bio needs some work, but over all I like it. He's listed as Cliff instead of Clone Andy... because I can >_>; Opinions, etc.?

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Last edited by MoogleGunner on Fri Oct 12, 2007 11:54 am, edited 77 times in total.

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:09 am 
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Whoa whoa whoa

We have Andy, Robo Andy, and Zaire?

lol

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<morner> Q: What is the physicist's definition of a vector space?
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Last edited by x0_000 on Fri Jun 01, 2007 11:12 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:10 am 
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It was fixed, I got a tad... overzealous replacing "Clone Andy" with "Zaire"

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:29 am 
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x0_000 wrote:
Whoa whoa whoa

We have Andy, Robo Andy, and Zaire?

lol

IT'S ALL GOOD
if they play differently

Silifi said so :|

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:32 am 
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We should have a Trag dedicated specifically to these bad boys

"Andy Times Two!" - Andy, Robo-Andy, Zaire

Also, Zaire needs a personality.

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<morner> Q: What is the physicist's definition of a vector space?
<morner> A: A set V such that for any x in V, x has a little arrow drawn over it.


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 Post subject:
PostPosted: Fri Jun 01, 2007 11:34 am 
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his personality is as such:

Andy smarter, and with more testosterone. Also unhappy about being a clone.

So exitable, straight, and a competent CO, who doesn't like being called a clone.

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:39 am 
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He sounds more like he has too much estrogen.

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<morner> Q: What is the physicist's definition of a vector space?
<morner> A: A set V such that for any x in V, x has a little arrow drawn over it.


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 Post subject:
PostPosted: Fri Jun 01, 2007 11:39 am 
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hmm... a valid point. Would you like to help make his bio?

hey, no one is raping his technical section... WTF?

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:44 am 
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MoogleGunner wrote:
hey, no one is raping his technical section... WTF?
they're raping his creative?
oh noes

everyone is turning into kosheh D:

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 Post subject:
PostPosted: Fri Jun 01, 2007 11:45 am 
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I don't really care about the technical section (i.e. I'll never use him) so I'll leave that to people who do. I can help with quotes but that's it <_<

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<morner> Q: What is the physicist's definition of a vector space?
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 Post subject:
PostPosted: Fri Jun 01, 2007 11:46 am 
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Sure. Help with my quotes.

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 Post subject:
PostPosted: Fri Jun 01, 2007 12:01 pm 
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Power:

"Come maelstrom... destroy all who oppose..." (Ok not really; Plus I don't remember the exact quote lol)


Victory:

"My name is Zaire, and don't you forget it!"

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<morner> Q: What is the physicist's definition of a vector space?
<morner> A: A set V such that for any x in V, x has a little arrow drawn over it.


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 Post subject:
PostPosted: Fri Jun 01, 2007 12:23 pm 
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Location: I'd put something clever here, but you'd expect that
I don't understand why that COP exists

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PostPosted: Fri Jun 01, 2007 12:45 pm 
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i like him


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 Post subject:
PostPosted: Fri Jun 01, 2007 1:22 pm 
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The COP exists in case you want to not have a high attack/ low defense?

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 Post subject:
PostPosted: Fri Jun 01, 2007 10:31 pm 
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You know, except we can excuse this because there's actual cause for Clone Andy to exist, instead of that horrendous thing we call Robo Andy.

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PostPosted: Fri Jun 01, 2007 10:40 pm 
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Deoxy Knight wrote:
I don't understand why that COP exists
HEY 90/120 stats d2d is pretty awesome

At least until you realize your COP and SCOP are useless and it takes forever for the d2d to even increment to its caps.

Also units reviving at 3 HP is not my idea of useful.

You'd prolly get more from Sensei's super woah (not going into his power cuz omg it broken). Or any economic power out there.


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 Post subject:
PostPosted: Sat Jun 02, 2007 12:39 am 
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i think he should have a tag with lash do to the fact that she made him


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 Post subject:
PostPosted: Sat Jun 02, 2007 12:53 am 
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The original version of the SCOP was eight stars and 5 HP, would that be better?

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 Post subject:
PostPosted: Sat Jun 02, 2007 1:48 am 
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legoman727 wrote:
You know, except we can excuse this because there's actual cause for Clone Andy to exist, instead of that horrendous thing we call Robo Andy.

That "horrendous thing"s bio is still orders of magnitude better than some of the other stuff you let in, so stop whining.

Does the COP's effect stay until the COP is used again? Or does it just change it for the duration of the COP?

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 Post subject:
PostPosted: Sat Jun 02, 2007 1:54 am 
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stays in effect until the COP is used again.

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 Post subject:
PostPosted: Sat Jun 02, 2007 9:41 am 
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MoogleGunner wrote:
The original version of the SCOP was eight stars and 5 HP, would that be better?


YES OR NO?

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PostPosted: Sat Jun 02, 2007 10:02 am 
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Eh just raise hp and limit revival to x number of turns. And add another effect in there.

Revival is situational, and thus it has the ability to be situationally broken.

So maybe previous 2 turn revive 5 hp + something else?


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PostPosted: Sat Jun 02, 2007 10:04 am 
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So like...

Half of the last 3 turns + Double positive Maelstrom effects?

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PostPosted: Sat Jun 02, 2007 10:15 am 
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Well there's an assumption that value units of lost per day = income. On average of course. Assumption that forces are on average replaced as quickly as they are destroyed. So every day you lose 100% income in units on average, so the super would be ~+150% income and easily has the potential to do more depending on how it's timed. Chain charging and chain revival can make it even more frightening.


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PostPosted: Sat Jun 02, 2007 2:53 pm 
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I would think that's fair for eight stars though, and one must remember that the work that has previously been done on the Maelstrom would be lost in doing so.

I mean, we have a base idea that 1 star ~= an extra .1 of gold/income. As such, a power boost, and 1.5 income is a fair trade for eight stars, it would seem, unless I am misinterpreting Colin and Sasha?

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 Post subject:
PostPosted: Sat Jun 02, 2007 8:33 pm 
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I don't like the COP at all... well, IMHO I think it would be better if... let's get an example:

Actual D2D... let's think it actually is 110/95 after some battles, 5 units lost.

We use COP ---> D2D reverses to 95/110
- This stays after the COP and Maelstrom effect will be stacking on this, e.g. if we lose a unit it would be 97/109 D2D

Default Bonus ---> 105/120
- In the best case, if we use the COP when 120/90 D2D, we'd be on 90/120 (this is 100/130 with default bonus!) and when D2D begins to run once again after the COP, first 10 units you lose and you'll be on VB's 110/110 D2D and 5 more and you'll have an awesome 120/105. This is power.
- Of course if you continue losing units your attack will get no more higher but your defense will continue decreasing, so you'll have to take advantage on it when you can, or use the COP twice.

Maybe too over, but sure you will be able to balance it. Maybe losing -2/-2 per unit lost instead of -2/-1 (but stack it at 120/90 like actual) so you will not have those impressive stats for that long, or something.

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 Post subject:
PostPosted: Sat Jun 02, 2007 11:09 pm 
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Well the prospect of chain revival is pretty o.o lol

Revived units dying then being revived again omgwtf


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PostPosted: Sat Jun 02, 2007 11:20 pm 
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How about if I stated that revived units could not be revived again?

Also, you're misunderstanding the COP.

Normally, a unit lost is +2 Atk, -1 Def, but if you use the COP, then when you lose a unit +2 Def, -1 Atk.

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 Post subject:
PostPosted: Sun Jun 03, 2007 12:15 am 
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So it reverses Maelstrom effect permanently until you use COP once again?

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PostPosted: Sun Jun 03, 2007 1:02 am 
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yeah... par example:

Zaire loses three units:

He's at 106/97

He uses his COP

He's still at 106/97.

he loses two units

He's at 104/101.

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PostPosted: Sun Jun 03, 2007 1:05 am 
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So if you're insanely awesome you could have awesome stats?


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 Post subject:
PostPosted: Sun Jun 03, 2007 1:53 am 
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Whoa whoa whoa ok that D2D + COP promotes infantry spamming like crazy

Once you hit 120/90 (lose 10 units) you can use the COP and get to 110/110 or 100/120 wtf

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PostPosted: Sun Jun 03, 2007 1:55 am 
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Except you'd suck since that basically means you get no powers if you're just spamming COP.


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 Post subject:
PostPosted: Sun Jun 03, 2007 2:07 am 
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You don't need to spam it; you get 100/120 or 110/110 after one use <_<

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PostPosted: Sun Jun 03, 2007 2:13 am 
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Yeah but one side will already have a prop advantage by the time Maelstrom effect makes a significant difference.


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PostPosted: Sun Jun 03, 2007 5:59 am 
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Exactly, once you get 110/110 or 100/120 you'll continue losing units and finally reaching 90/120 so you'll need SCOP to reset.

Just a question: if you've used COP once you'll be -1/+2 every units lost, if you use twice you'll be +2/-1 every units lost, and it reverses again every use, isn't it? Cos if you can only reset it to +2/-1 by SCOP this sucks a lot.

And the SCOP doesn't include default bonus, a typo?

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 Post subject: Re: JC CO - Zaire
PostPosted: Sun Jun 03, 2007 6:07 am 
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MoogleGunner wrote:
Normal Bonus


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 Post subject: Re: JC CO - Zaire
PostPosted: Sun Jun 03, 2007 6:25 am 
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MoogleGunner wrote:
SCOP: Healing Maelstrom: All units lost since the last use of Healing Maelstrom are resurrected at 3 hp as near as possible to Zaire's Cities. They are resurrected in order of cost, at cities selected in order of nearest enemy units, cost being the tie breaker. When Cities run out, it starts over at the first city resurrected at. For the first use, all units lost since the start of the map are resurrected. The Maelstrom itself is reset.


WHARS THAT? You quoted COP shoe-sama.

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PostPosted: Sun Jun 03, 2007 9:35 am 
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Yes it also includes the Normal bonus, that was a mistake. Also, infantry spamming is bad because you actually lose power after you've maxed both stats when you lose an infantry.

Also to further counter infantry spamming I could lower the minimum to 80

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