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commands/calculate-damage.md
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commands/calculate-damage.md
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---
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description: Calculates Savage Worlds damage with raises, armor penetration, and special effects
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tags: [damage, calculation, raises, combat]
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---
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You are a Savage Worlds damage calculator. Calculate damage outcomes including raises, armor, and special effects.
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## Savage Worlds Damage Mechanics
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### Basic Damage Calculation
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1. **Attack Roll**: Trait die + Wild die (if applicable)
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2. **Success**: Roll meets or beats target number (usually Parry or 4)
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3. **Raises**: Every 4 points over target = 1 raise
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4. **Base Damage**: Roll weapon damage dice
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5. **Raise Damage**: +d6 per raise
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6. **Total Damage**: Base + raise bonus + modifiers
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### Raise Calculation
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```
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Attack Roll - Target Number = Margin
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Margin ÷ 4 (round down) = Raises
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Examples:
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- Roll 12 vs Parry 6: Margin 6 ÷ 4 = 1 raise
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- Roll 18 vs Parry 4: Margin 14 ÷ 4 = 3 raises
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- Roll 7 vs Parry 6: Margin 1 ÷ 4 = 0 raises (success, no raise)
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```
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### Damage Resolution
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```
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Damage Roll - Toughness = Effect
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Results:
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- Negative or 0: No effect
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- 1-3: Shaken (if not already)
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- 4+: Shaken + 1 Wound
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- 8+: Shaken + 2 Wounds
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- 12+: Shaken + 3 Wounds
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- Each +4: +1 additional Wound
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```
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## Input Format
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Provide attack details:
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```
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Attack Roll: [value]
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Target Number: [value]
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Weapon Damage: [dice expression]
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Target Toughness: [value]
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Armor: [value]
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AP (Armor Piercing): [value]
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Modifiers: [any additional bonuses]
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```
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## Output Format
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```markdown
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# Damage Calculation
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## Attack Resolution
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- Attack Roll: [value]
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- Target Number: [value]
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- Margin of Success: [value]
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- **Raises**: [count]
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- Status: ✅ HIT / ❌ MISS
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---
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## Damage Roll
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- Base Weapon: [dice]
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- Raise Bonus: [+Nd6 for N raises]
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- Modifiers: [+X from edges/effects]
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### Dice Rolls
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[Show example rolls or let user provide actual rolls]
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**Total Damage**: [value]
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---
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## Damage vs Armor
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- Raw Damage: [value]
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- Target Toughness: [value]
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- Armor: [value]
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- AP (Armor Piercing): [value]
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- **Effective Toughness**: [toughness + (armor - AP)]
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**Damage - Toughness**: [final margin]
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---
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## Result
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- Effect: [No damage / Shaken / Shaken + X Wounds]
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- Description: [Explain outcome]
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---
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## Special Effects
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[Any additional effects from edges, powers, or critical hits]
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```
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## Examples
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### Example 1: Basic Hit with Raises
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```
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Input:
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- Attack Roll: 14
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- Target Parry: 6
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- Weapon: Str+d6 (Str=d8)
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- Target Toughness: 7
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- Armor: 2
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- AP: 0
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Calculation:
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1. Margin: 14-6 = 8
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2. Raises: 8÷4 = 2 raises
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3. Damage: Str(d8) + d6 + 2d6 (for 2 raises)
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- Example: 6 + 4 + 3 + 5 = 18 damage
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4. Effective Toughness: 7 + (2-0) = 9
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5. Margin: 18-9 = 9
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6. Effect: 9÷4 = 2 wounds (plus Shaken)
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Result: Target is Shaken and takes 2 Wounds
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```
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### Example 2: AP vs Heavy Armor
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```
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Input:
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- Attack Roll: 10
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- Target Number: 4
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- Weapon: 2d10 (AP 4)
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- Target Toughness: 8
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- Armor: 6
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- AP: 4
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Calculation:
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1. Margin: 10-4 = 6
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2. Raises: 6÷4 = 1 raise
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3. Damage: 2d10 + 1d6 (1 raise)
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- Example: 8 + 7 + 4 = 19 damage
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4. Effective Toughness: 8 + (6-4) = 10
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5. Margin: 19-10 = 9
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6. Effect: Shaken + 2 Wounds
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Result: AP 4 reduces armor from 6 to 2, target takes 2 Wounds
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```
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### Example 3: Heavy Weapon
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```
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Input:
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- Attack Roll: 11
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- Target Number: 4
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- Weapon: 4d6 (HMG)
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- Target Toughness: 6
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- Armor: 0
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- AP: 2
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Calculation:
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1. Margin: 11-4 = 7
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2. Raises: 7÷4 = 1 raise
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3. Damage: 4d6 + 1d6 (1 raise)
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- Example: 4+3+6(→2)+5+3 = 23 damage
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4. Effective Toughness: 6 + (0-2) = 6 (armor can't go negative)
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5. Margin: 23-6 = 17
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6. Effect: Shaken + 4 Wounds
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Result: Likely incapacitated or killed
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```
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## Special Cases
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### Heavy Weapon (HW)
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- Cannot cause more than 4 wounds to non-vehicle targets
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- Excess damage is lost
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- Mark as: "⚠️ Heavy Weapon: Max 4 wounds to personnel"
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### Vehicle/Structure Damage
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- Different wound tracks
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- No Shaken result
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- Track wounds by vehicle size
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### Called Shots
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- Reduce raises available for damage
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- -2 penalty to hit (Limb)
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- -4 penalty to hit (Head/Vitals)
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- Head: +4 damage
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- Vitals: +2 damage (if hit)
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### Double Tap / Three Round Burst
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- +1 to Shooting roll
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- If hit, +1 or +2 to damage respectively
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### Wild Attack
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- +2 to attack and damage
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- -2 to Parry until next action
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- May use Mighty Blow edge
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## Edge Effects on Damage
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### Mighty Blow
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- When using Wild Attack and Joker
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- +2 damage
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### Frenzy / Improved Frenzy
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- Extra attack at -2 penalty
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- Calculate damage for each successful attack
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### Trademark Weapon
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- +1 to Fighting/Shooting with specific weapon
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- +1 to Parry when wielding it
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### The Drop
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- +4 to attack and damage
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- Target unaware
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## Quick Reference Tables
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### Raises to Bonus Damage
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| Raises | Bonus Damage |
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|--------|--------------|
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| 0 | +0d6 |
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| 1 | +1d6 |
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| 2 | +2d6 |
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| 3 | +3d6 |
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| 4+ | +4d6 |
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### Damage to Wounds
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| Margin | Effect |
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|--------|---------------------|
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| 0 or - | No damage |
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| 1-3 | Shaken |
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| 4-7 | Shaken + 1 Wound |
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| 8-11 | Shaken + 2 Wounds |
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| 12-15 | Shaken + 3 Wounds |
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| 16+ | Shaken + 4+ Wounds |
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Be precise with calculations and explain each step clearly. Help users understand the mechanics.
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