foundryvtt-wh4-lang-fr-fr/babele-register.js

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/************************************************************************************/
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import statParserFR from "./modules/import-stat-2.js";
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/************************************************************************************/
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var compmod = "wfrp4e-core";
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const vo_conditions = {
"ablaze": "Ablaze",
"bleeding": "Bleeding",
"blinded": "Blinded",
"broken": "Broken",
"deafened": "Deafened",
"entangled": "Entangled",
"fatigued": "Fatigued",
"poisoned": "Poisoned",
"prone": "Prone",
"stunned": "Stunned",
"surprised": "Surprised",
"unconscious": "Unconscious",
"grappling": "Grappling",
"fear": "Fear",
"defeated": "Defeated"
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}
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/************************************************************************************/
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Hooks.once('init', () => {
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// Check various settings in the installation
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game.modules.forEach((module, id) => {
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if (id == "wfrp4e-core" && module.active) {
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compmod = "wfrp4e-core";
}
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});
game.wfrp4efr = {
compmod: compmod,
vo_conditions: vo_conditions
}
game.wfrp4e.apps.StatBlockParser.parseStatBlock = async function (statString, type = "npc") {
return statParserFR(statString, type);
}
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/*---------------------------------------------------------------------*/
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/* DEPRECATED : game.wfrp4e.entities.ItemWfrp4e.prototype.computeSpellDamage = function (formula, isMagicMissile) {
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try {
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formula = formula.toLowerCase();
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if (isMagicMissile) // If it's a magic missile, damage includes willpower bonus
{
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formula += "+ " + this.actor.characteristics["wp"].bonus
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}
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// Specific case, to avoid wrong matching with "Force"
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if (formula.includes("toughness bonus")) {
formula = formula.replace("toughness bonus", this.actor.characteristics["t"].bonus);
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}
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// Specific case, to avoid wrong matching with "Force"
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if (formula.includes("force mentale")) {
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// Determine if it's looking for the bonus or the value
if (formula.includes('bonus')) {
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formula = formula.replace("bonus de force mentale", this.actor.characteristics["wp"].bonus);
formula = formula.replace("force mentale bonus", this.actor.characteristics["wp"].bonus);
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} else
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formula = formula.replace("force mentale", this.actor.characteristics["wp"].value);
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}
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// Iterate through characteristics
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for (let ch in this.actor.characteristics) {
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// If formula includes characteristic name
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while (formula.includes(this.actor.characteristics[ch].label.toLowerCase())) {
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// Determine if it's looking for the bonus or the value
if (formula.includes('bonus')) {
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formula = formula.replace("bonus de " + game.wfrp4e.config.characteristics[ch].toLowerCase(), this.actor.characteristics[ch].bonus);
formula = formula.replace(game.wfrp4e.config.characteristics[ch].toLowerCase() + " bonus", this.actor.characteristics[ch].bonus);
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}
else
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formula = formula.replace(game.wfrp4e.config.characteristics[ch].toLowerCase(), this.actor.characteristics[ch].value);
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}
}
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return eval(formula);
}
catch (e) {
throw ui.notifications.error("Error: could not parse spell damage. See console for details")
}
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}*/
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/*---------------------------------------------------------------------*/
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/* DEPRECATED : game.wfrp4e.entities.ItemWfrp4e.prototype.computeSpellPrayerFormula = function (type, aoe = false, formulaOverride) {
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let formula = formulaOverride || this[type]?.value
if (Number.isNumeric(formula))
return formula
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//console.log("Compute FR")
formula = formula.toLowerCase();
// Do not process these special values
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if (formula != game.i18n.localize("You").toLowerCase() && formula != game.i18n.localize("Special").toLowerCase() && formula != game.i18n.localize("Instant").toLowerCase()) {
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// Specific case, to avoid wrong matching with "Force"
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if (formula.includes("force mentale")) {
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// Determine if it's looking for the bonus or the value
if (formula.includes('bonus')) {
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formula = formula.replace("bonus de force mentale", this.actor.characteristics["wp"].bonus);
formula = formula.replace("force mentale bonus", this.actor.characteristics["wp"].bonus);
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}
else
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formula = formula.replace("force mentale", this.actor.characteristics["wp"].value);
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}
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if (formula.includes("yard"))
formula = formula.replace('yard', "mètre");
if (formula.includes("yds"))
formula = formula.replace('yds', "m.");
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// Iterate through remaining characteristics
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for (let ch in this.actor.characteristics) {
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// If formula includes characteristic name
//console.log("Testing :", ch, WFRP4E.characteristics[ch].toLowerCase());
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if (formula.includes(game.wfrp4e.config.characteristics[ch].toLowerCase())) {
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// Determine if it's looking for the bonus or the value
if (formula.includes('bonus')) {
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formula = formula.replace("bonus de " + game.wfrp4e.config.characteristics[ch].toLowerCase(), this.actor.characteristics[ch].bonus);
formula = formula.replace(game.wfrp4e.config.characteristics[ch].toLowerCase() + " bonus", this.actor.characteristics[ch].bonus);
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}
else
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formula = formula.replace(game.wfrp4e.config.characteristics[ch].toLowerCase(), this.actor.characteristics[ch].value);
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}
}
}
// If AoE - wrap with AoE ( )
if (aoe)
formula = "AoE (" + formula.capitalize() + ")";
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//console.log("calculateSpellAttributes -> " + formula );
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return formula.capitalize();
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}*/
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/*---------------------------------------------------------------------*/
// Converters area
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if (typeof Babele !== 'undefined') {
Babele.get().register({
module: 'wh4-fr-translation',
lang: 'fr',
dir: 'compendium'
})
Babele.get().registerConverters({
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"career_skills": (skills_list) => {
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("skill")
//DEBUG: console.log( "Thru here ...", compendium, skills_list);
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if (skills_list) {
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let i;
let len = skills_list.length;
let re = /(.*)\((.*)\)/i;
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for (i = 0; i < len; i++) {
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skills_list[i] = skills_list[i].trim();
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for (let compData of validCompendiums) {
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let translItem = game.babele.translate(compData.metadata.id, { name: skills_list[i], type: "skill" }, true)
let transl = translItem?.name || undefined
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if (!transl) transl = skills_list[i]
//console.log("List ...", skills_list[i], compData.metadata.id, translItem);
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if (transl == skills_list[i]) {
let res = re.exec(skills_list[i]);
if (res) {
//console.log("Matched/split:", res[1], res[2]);
let subword = game.i18n.localize(res[2].trim());
let s1 = res[1].trim() + " ()";
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translItem = game.babele.translate(compData.metadata.id, { name: s1, type: "skill" }, true)
let translw = translItem?.name || undefined
if (translw && translw != s1) {
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let res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
} else {
s1 = res[1].trim() + " ( )";
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translItem = game.babele.translate(compData.metadata.id, { name: s1, type: "skill" }, true)
translw = translItem?.name || undefined
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let res2 = re.exec(translw);
transl = res2[1] + "(" + subword + ")";
}
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}
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}
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skills_list[i] = transl;
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if (translItem?.system)
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break;
}
}
}
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return skills_list;
},
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"resultConverter": (results, translated) => {
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//console.log("STUF PARSING", results, translated)
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if (translated) {
for (let data of results) {
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if (translated[`${data.range[0]}-${data.range[1]}`]) {
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data.text = translated[`${data.range[0]}-${data.range[1]}`]
}
}
return results
}
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// Auto patch
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if (results[0].text.includes("wfrp4e-core.career-descriptions")) {
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if (game.system.version.match("7.")) {
results[0].text = "wfrp4e-core.journals"
} else {
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results[0].text = "wfrp4e-core.journal-entries"
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}
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}
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if (results[0].text.includes("wfrp4e-core.journal")) {
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for (let data of results) {
let career = data.text.match(/{(.*)}/)
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//console.log(">>>>>", career)
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if (career && career[1]) {
let careerFR = Babele.instance.converters.career_careergroup(career[1])
data.text = data.text.replace(career[1], careerFR)
}
}
}
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if (results[0].documentCollection) {
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return Babele.instance.converters.tableResults(results)
}
return results
},
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"npc_details": (details) => {
//console.log("DETAILS: ", details);
let newDetails = duplicate(details);
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if (details.species?.value)
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newDetails.species.value = game.i18n.localize(details.species.value);
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if (details.gender?.value)
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newDetails.gender.value = game.i18n.localize(details.gender.value);
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if (details.class?.value)
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newDetails.class.value = game.i18n.localize(details.class.value);
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return newDetails;
},
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"career_talents": (talents_list) => {
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("talent")
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let i;
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if (talents_list) {
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let len = talents_list.length;
let re = /(.*)\((.*)\)/i;
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for (i = 0; i < len; i++) {
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for (let compData of validCompendiums) {
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let translItem = game.babele.translate(compData.metadata.id, { name: talents_list[i] }, true);
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//console.log("Search talent name:", compData.metadata.id, talents_list[i], translItem);
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let transl = translItem?.name || undefined
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if (!transl) transl = talents_list[i]
if (transl == talents_list[i]) {
let res = re.exec(talents_list[i]);
if (res) {
let subword = game.i18n.localize(res[2].trim());
let s1 = res[1].trim(); // No () in talents table
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translItem = game.babele.translate(compData.metadata.id, { name: s1 }, true)
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let translw = translItem?.name || undefined
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console.log("Ssearch talent name:", compData.metadata.id, s1, translw);
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if (translw && translw != s1) {
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transl = translw + " (" + subword + ")";
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}
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}
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}
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talents_list[i] = transl;
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if (translItem?.system)
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break;
}
}
}
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return talents_list;
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},
"npc_characteristics": (chars) => { // Auto-convert char names in the sheet
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for (let key in chars) {
let char = chars[key];
//console.log("Was here !", key, char );
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let abrev = char["abrev"];
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let toTransl = "CHAR." + abrev;
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if (game.i18n.localize(toTransl) != toTransl) { // Manages unknown language
char["label"] = game.i18n.localize("CHAR." + abrev);
char["abrev"] = game.i18n.localize("CHARAbbrev." + abrev);
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}
}
return chars;
},
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"bestiary_traits": (beast_traits, translations) => {
if (!beast_traits) {
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console.log("No beast traits found here ...")
return beast_traits
}
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//console.log("TRANS:", beast_traits)
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for (let trait_en of beast_traits) {
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let special = "";
let nbt = "";
let name_en = trait_en.name.trim(); // strip \r in some traits name
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if (!trait_en.name || trait_en.name.length == 0) {
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console.log("Wrong item name found!!!!")
continue
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}
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//console.log(">>>>>>>> Parsing", trait_en.name)
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if (trait_en.type == "trait") {
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//console.log("Trait translation", compmod, trait_en)
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if (name_en.includes("Tentacles")) { // Process specific Tentacles case
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let re = /(.d*)x Tentacles/i;
let res = re.exec(name_en);
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if (res && res[1])
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nbt = res[1] + "x ";
name_en = "Tentacles";
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} else if (name_en.includes("(") && name_en.includes(")")) { // Then process specific traits name with (xxxx) inside
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let re = /(.*) \((.*)\)/i;
let res = re.exec(name_en);
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name_en = res[1]; // Get the root traits name
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special = " (" + game.i18n.localize(res[2].trim()) + ")"; // And the special keyword
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}
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("trait")
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
trait_fr.name = trait_fr.name || trait_en.name
trait_en.name = nbt + trait_fr.name + special;
trait_en.system.description.value = trait_fr.system.description.value;
if (trait_en.system?.specification && isNaN(trait_en.system.specification.value)) { // This is a string, so translate it
//console.log("Translating : ", trait_en.system.specification.value);
trait_en.system.specification.value = game.i18n.localize(trait_en.system.specification.value.trim());
}
break // Translation has been found, skip other compendiums
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}
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}
} else if (trait_en.type == "skill") {
if (name_en.includes("(") && name_en.includes(")")) { // Then process specific skills name with (xxxx) inside
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let re = /(.*) +\((.*)\)/i;
let res = re.exec(name_en);
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name_en = res[1].trim(); // Get the root skill name
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special = " (" + game.i18n.localize(res[2].trim()) + ")"; // And the special keyword
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}
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("skill")
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
//console.log(">>>>> Skill ?", name_en, special, trait_fr.name, trait_fr);
trait_fr.name = trait_fr.name || name_en
trait_en.name = trait_fr.name + special;
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trait_en.system.description.value = trait_fr.system.description.value;
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break; // Translation has been found, skip other compendiums
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}
}
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} else if (trait_en.type == "prayer") {
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("prayer")
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
//DEBUG : console.log(">>>>> Prayer ?", name_en, special, trait_fr.name );
trait_fr.name = trait_fr.name || name_en
trait_en.name = trait_fr.name + special;
if (trait_fr.system?.description?.value) {
trait_en.system.description.value = trait_fr.system.description.value;
}
break;
}
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}
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} else if (trait_en.type == "spell") {
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("spell")
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
trait_fr.name = trait_fr.name || name_en
//DEBUG : console.log(">>>>> Spell ?", name_en, special, trait_fr.name );
trait_en.name = trait_fr.name + special;
if (trait_fr.system?.description?.value) {
trait_en.system.description.value = trait_fr.system.description.value;
}
break;
}
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}
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} else if (trait_en.type == "talent") {
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if (name_en.includes("(") && name_en.includes(")")) { // Then process specific skills name with (xxxx) inside
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let re = /(.*) +\((.*)\)/i;
let res = re.exec(name_en);
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name_en = res[1].trim(); // Get the root talent name, no parenthesis this time...
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special = " (" + game.i18n.localize(res[2].trim()) + ")"; // And the special keyword
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}
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("talent")
for (let compData of validCompendiums) {
let trait_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true)
if (trait_fr?.system) {
trait_fr.name = trait_fr.name || name_en // Security since babele v10
//console.log(">>>>> Talent ?", trait_fr, name_en, special, trait_fr.name);
if (trait_fr.name && (trait_fr.name == "Sprinter" || trait_fr.name != name_en)) { // Talent translated!
trait_en.name = trait_fr.name.trim() + special
if (trait_fr.system?.description?.value) { // Why ???
trait_en.system.description.value = trait_fr.system.description.value;
}
}
break;
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}
}
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} else if (trait_en.type == "career") {
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("career")
for (let compData of validCompendiums) {
let career_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true);
if (career_fr?.system) {
trait_en.name = career_fr.name || trait_en.name
// DEBG: console.log(">>>>> Career ?", career_fr.name );
trait_en.system = duplicate(career_fr.system);
break;
}
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}
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} else if (trait_en.type == "trapping" || trait_en.type == "weapon" || trait_en.type == "armour" || trait_en.type == "container" || trait_en.type == "money") {
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag(["trapping"], ["weapon", "armour", "container", "money"])
for (let compData of validCompendiums) {
let trapping_fr = game.babele.translate(compData.metadata.id, { name: name_en }, true);
if (trapping_fr?.system) {
//console.log(">>>>> Trapping ?", name_en, trapping_fr.name);
trait_en.name = trapping_fr.name || trait_en.name
if (trapping_fr.system?.description?.value) {
trait_en.system.description.value = trapping_fr.system.description.value
}
break;
}
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}
}
}
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//console.log(">>>>>>>><OUTPUT", beast_traits)
return beast_traits
},
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// To avoid duplicateing class for all careers
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"generic_localization": (value) => {
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let ret = value
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if (value) {
ret = game.i18n.localize(value.trim());
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if (!ret) ret = value
}
return ret
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},
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"trapping_qualities_flaws": (value) => {
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if (value) {
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let newQF = [];
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//console.log("ATOUTS", value, typeof(value));
let list = value
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if (typeof (value) == "string") {
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let myList = value.split(",")
list = []
for (let l of myList) {
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list.push({ name: l.trim() })
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}
}
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for (let i = 0; i < list.length; i++) {
newQF[i] = duplicate(list[i])
if (newQF[i].name == "Trap Blade") {
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newQF[i].name = "TrapBlade"; // Auto-patch, without space!
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//console.log("PATCHED", trim);
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}
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let oldName = newQF[i].name
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newQF[i].name = game.i18n.localize(oldName)
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if (!newQF[i].name) newQF[i].name = oldName
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}
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return newQF;
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}
},
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// Search back in careers the translated name of the groupe (as it is the name of the level career itself)
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"career_careergroup": (value) => {
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// Manage exception - Dirty hack
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if (value == 'Slayer') {
return "Tueur";
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}
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if (value == 'Druidic Priest') {
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return "Druide";
}
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//console.log("Carre groupe : ", value )
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// Per default
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let validCompendiums = game.wfrp4e.tags.getPacksWithTag("career")
for (let compData of validCompendiums) {
let newName = game.babele.translate(compData.metadata.id, { name: value }).name
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if (!newName) newName = value
return newName
}
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ui.notifications.error("Impossible de trouver la carrière " + value + ". Elle n'est probablement pas traduite.", { permanent: true })
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return value
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},
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"mutations_modifier": (value) => { // This is really UGLYYYY i know, but i started like this and discovered afterward that many strings were not easy to automate... Sorry :)
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//console.log("Parsing mutation :", value);
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value = value.toLowerCase();
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value = value.replace("gain a broken condition if you fail a test derived from ", "Gagnez un état Brisé si vous échouez à un test dérivé de ");
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value = value.replace("weapon skill", "Capacité de Combat");
value = value.replace("ballistic skill", "Capacité de Tir");
value = value.replace("strength", "Force");
value = value.replace("toughness", "Endurance");
value = value.replace("agility", "Agilité");
value = value.replace("dexterity", "Dextérité");
value = value.replace("willpower", "Force Mentale");
value = value.replace("fellowship", "Sociabilité");
value = value.replace("initiative", "Initiative");
value = value.replace("intelligence", "Intelligence");
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value = value.replace("armor points to the head", "PA à la Tête");
value = value.replace("subject to frenzy", "Sujet à la Frénésie");
value = value.replace("you do not scar", "Aucune cicatrice");
value = value.replace("movement", "Mouvement");
value = value.replace("armor points to all locations", "PA sur tout le corps");
value = value.replace("to any test when alone", "à tout les tests lorsque seul");
value = value.replace("track", "Pistage");
value = value.replace("to any test not hurting another", "à tout les Tests n'aggressant pas autrui");
value = value.replace("on tests to hurt", "pour les tests impliquant une agression")
value = value.replace("to all language tests when speaking", "à tout les Tests de Langue lorsque vous parlez");
value = value.replace("on perception tests involving sight", "aux Tests de Perception impliquant la Vue");
value = value.replace("to all Sociabilité tests", "à tout les Tests de Sociabilité");
return value;
},
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"talent_name": (name, translation) => {
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console.log("NAME !!!", name, translation)
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},
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"effects": (effects, translations) => {
if (!effects) return;
if (!translations) return;
for (let i = 0; i < effects.length; i++) {
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let effect = effects[i];
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//console.log("EFFECT LABEL1:", effect );
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effect.label = translations['label' + i];
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}
return effects
},
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"diseases_effects": (effects, translations) => {
if (!effects) return;
for (let i = 0; i < effects.length; i++) {
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let effect = effects[i];
let label = effect.label;
let gravity = "";
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if (label.includes("(") && label.includes(")")) { // Then process specific skills name with (xxxx) inside
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let re = /(.*) +\((.*)\)/i;
let res = re.exec(label);
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label = res[1].trim(); // Get the gravity
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gravity = " (" + game.i18n.localize(res[2].trim()) + ")"; // And the special keyword
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}
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effect.label = game.i18n.localize(label) + gravity;
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}
},
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// Auto-translate duration
"spells_duration_range_target_damage": (value) => {
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//console.log("Spell duration/range/damage/target :", value);
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if (value == "") return ""; // Hop !
if (value == "Touch") return "Contact"; // Hop !
if (value == "You") return "Vous"; // Hop !
if (value == "Instant") return "Instantané"; // Hop !
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let translw = value;
let re = /(.*) Bonus (\w*)/i;
let res = re.exec(value);
//console.log("RES1:", res);
let unit = "";
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if (res) { // Test "<charac> Bonus <unit>" pattern
if (res[1]) { // We have char name, then convert it
translw = "Bonus de " + game.i18n.localize(res[1].trim());
}
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unit = res[2];
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} else {
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re = /(\d+) (\w+)/i;
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res = re.exec(value);
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if (res) { // Test : "<number> <unit>" pattern
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translw = res[1];
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unit = res[2];
} else { // Test
re = /(\w+) (\w+)/i;
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res = re.exec(value);
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if (res) { // Test : "<charac> <unit>" pattern
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translw = game.i18n.localize(res[1].trim());
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unit = res[2];
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}
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}
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}
if (unit == "hour") unit = "heure";
if (unit == "hours") unit = "heures";
if (unit == "days") unit = "jours";
if (unit == "yard") unit = "mètre";
if (unit == "yards") unit = "mètres";
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if (unit == "Bonus") { // Another weird management
translw = "Bonus de " + translw;
} else {
translw += " " + unit;
}
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//console.log("Spell duration/range/damage/target :", value, translw);
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return translw;
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}
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});
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}
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});
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/*---------------------------------------------------------------------*/
Hooks.once('ready', () => {
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import("https://www.uberwald.me/fvtt_appcount/count-class-ready.js").then(moduleCounter=>{
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console.log("ClassCounter loaded", moduleCounter)
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moduleCounter.ClassCounter.registerUsageCount("wh4-fr-translation")
}).catch(err=>
console.log("No stats available, giving up.")
)
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});