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Old 31st May 2009, 21:11   #1 (permalink)
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Default Ranged Weapons and Weapon Creation

Hey there, I'm new around here but I downloaded and watched the power point presentation and did what forum reading I could. I'm really excited about MO. I'm planing to be a hunter/scout of sorts. I'm planing to use ranged weapons (namely bows unless there are more options) and hope to be able to craft ranged weapons and maps. Does the community have any links to posts or other sources of information on map crafting, ranged weapons, and the crafting of ranged weapons? Will it be possible and/or different from the way the crafting of blades was described? Thanks for any constructive feedback.
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Old 31st May 2009, 21:12   #2 (permalink)
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I think map crafting is called "Cartography".

A bow would craft like any other weapon I guess, you'd have the main part of the bow, the string and whatever
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Old 31st May 2009, 21:22   #3 (permalink)
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Yea, bows would be crafted like verything else, having seperate parts. Nothing has really been revealed about cartography, except that its there.
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Old 31st May 2009, 21:39   #4 (permalink)
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Thanks for the responses so far! The Cartography aspect seems really cool to me.
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Old 31st May 2009, 22:09   #5 (permalink)
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Here is something I found that you might find interesting.

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Originally Posted by Mats Persson View Post
We're working very hard on implementing trajectories atm. It's not in, and it's far from a promise, but it does look promising.

If we make it, it means the bow shots will be much more realistic. It also means we'll move the "max distance" far away from the usual puny 20-30 meters in MMO's to a lot more. However, shooting at a moving target at a distance, having to take gravity and the velocity of the target into account makes it very difficult to hit a far away target. Just so you know. In this case, archery at long range will really take practice (player skill) to master.
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Old 31st May 2009, 23:33   #6 (permalink)
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mats says a little bit about crafting ranged weps in this post: http://www.mortalonline.com/forums/1...tml#post262757

seems to be similar to melee weps.
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Old 31st May 2009, 23:51   #7 (permalink)
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Does the community have any links to posts or other sources of information on map crafting, ranged weapons, and the crafting of ranged weapons? Will it be possible and/or different from the way the crafting of blades was described?
Ok, let's talk a bit about the progress with bows and archery.

Crafting
There will be three main categories of bows: Short, Long and Asymmetrical. When crafting a bow, you must first decide on an overall shape from one of these categories. A Short bow doesn't require much strength and can be used on horseback, but has a relatively short range. A Longbow can't be used when mounted, requires a great deal of strength but also has a long range. An Asymmetrical bow has great range and can be used when mounted, but is much harder to aim with.

Next, you must decide if it's going to be a Self bow (made from one material) or a Composite bow (made in layers).

Then it's time to decide the shape of the limbs. A Composite bow may have limbs that are Decurve- Flat- or Recurve-shaped. A Self bow may not use Recurve-shaped limbs though (due to the extreme strain that would be put on the one material). Decurve, Flat or Recurve limbs will determine how much strain is put on the bow (durability), but also have an impact on the required draw strength (strength requirement, focus time), the range and the damage of the bow.

Each of the above choices will contribute to the characteristics of the final bow.

Finally, and this is of course a very important step, it's time to choose the material (or materials) for the bow. The materials used will greatly affect the final outcome. A Self bow is made out of only one material and is rather quick and easy to craft. A Composite bow consists of two layers, the back (outside) and the belly (facing the archer) of the bow, and you also decide the ratio between these two materials. Materials also behave differently depending on if they are used for the belly or the back.


Shooting
It's still really too early to tell, but right now (Combat Beta) shooting is done in arcs, with traces and simulated "real" trajectories. We're really doing our best to keep it for release, but we have to run some more tests to see how expensive it really is.

That said, if we can keep it, needless to say it's going to have a large impact on archery. Although not very apparent when shooting at close-distance objects, it really makes a huge difference when shooting mid- to long-range. Also, right now it's actually possible to shoot the arrow straight up and hit yourself on it's way down(!), if you're very "lucky"
The damage from an arrow will decrease according to velocity or range, meaning hitting a nearby target will do more damage than hitting one at a greater distance.
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Old 31st May 2009, 23:53   #8 (permalink)
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Originally Posted by Mats Persson View Post
Ok, let's talk a bit about the progress with bows and archery.

-snip-

Thanks for the incite mats!

Also, you aid damage does less at a longer range, what if you shoot from a higher elevation?
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Old 31st May 2009, 23:54   #9 (permalink)
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Thanks Mat, that was some interesting info
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Old 1st June 2009, 00:00   #10 (permalink)
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Nice post Mats, good to get some info


Any hint on how the aiming will be? Just aim and shoot or will there also be some kind of wiggleing so you are not fully accurate?
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Old 1st June 2009, 00:05   #11 (permalink)
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Quote:
Originally Posted by Mats Persson View Post
Ok, let's talk a bit about the progress with bows and archery.

Crafting
There will be three main categories of bows: Short, Long and Asymmetrical. When crafting a bow, you must first decide on an overall shape from one of these categories. A Short bow doesn't require much strength and can be used on horseback, but has a relatively short range. A Longbow can't be used when mounted, requires a great deal of strength but also has a long range. An Asymmetrical bow has great range and can be used when mounted, but is much harder to aim with.

Next, you must decide if it's going to be a Self bow (made from one material) or a Composite bow (made in layers).

Then it's time to decide the shape of the limbs. A Composite bow may have limbs that are Decurve- Flat- or Recurve-shaped. A Self bow may not use Recurve-shaped limbs though (due to the extreme strain that would be put on the one material). Decurve, Flat or Recurve limbs will determine how much strain is put on the bow (durability), but also have an impact on the required draw strength (strength requirement, focus time), the range and the damage of the bow.

Each of the above choices will contribute to the characteristics of the final bow.

Finally, and this is of course a very important step, it's time to choose the material (or materials) for the bow. The materials used will greatly affect the final outcome. A Self bow is made out of only one material and is rather quick and easy to craft. A Composite bow consists of two layers, the back (outside) and the belly (facing the archer) of the bow, and you also decide the ratio between these two materials. Materials also behave differently depending on if they are used for the belly or the back.


Shooting
It's still really too early to tell, but right now (Combat Beta) shooting is done in arcs, with traces and simulated "real" trajectories. We're really doing our best to keep it for release, but we have to run some more tests to see how expensive it really is.

That said, if we can keep it, needless to say it's going to have a large impact on archery. Although not very apparent when shooting at close-distance objects, it really makes a huge difference when shooting mid- to long-range. Also, right now it's actually possible to shoot the arrow straight up and hit yourself on it's way down(!), if you're very "lucky"
The damage from an arrow will decrease according to velocity or range, meaning hitting a nearby target will do more damage than hitting one at a greater distance.

I'm honored to receive a reply from a developer so quickly and from my first post on the MO forums! Thank you so much for the information on the mechanics and crafting of bows. I'm really excited to see how everything turns out and has me dead set on crafting them when MO is released.
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Old 1st June 2009, 00:07   #12 (permalink)
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Quote:
Originally Posted by Mats Persson View Post
Shooting
It's still really too early to tell, but right now (Combat Beta) shooting is done in arcs, with traces and simulated "real" trajectories. We're really doing our best to keep it for release, but we have to run some more tests to see how expensive it really is.
so does that mean we will see a fake line or something showing where the arrow will go?
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Old 1st June 2009, 00:11   #13 (permalink)
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so does that mean we will see a fake line or something showing where the arrow will go?
I hope not, that takes away from realism and skill :\
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Old 1st June 2009, 00:25   #14 (permalink)
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I guess it depends of bows can really be a primary weapon. considering you may not be able to penetrate heavy armor. but I don't want to see that in either.
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Old 1st June 2009, 00:27   #15 (permalink)
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I guess it depends of bows can really be a primary weapon. considering you may not be able to penetrate heavy armor. but I don't want to see that in either.
It's been stated that if you want to penetrate heavy armor you'd either have to use long bows or arrow's designed to pierce heavy armor.
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Old 1st June 2009, 00:32   #16 (permalink)
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I think by "traces" he means a trail that follows behind the arrow as it travels through the air to make it easier to spot, not a line to show you before you shoot. Such a pre-shot line would remove most of the skill from archery after all, while the trace would make archery more difficult by letting the enemy see your arrow more easily.

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It's been stated that if you want to penetrate heavy armor you'd either have to use long bows or arrow's designed to pierce heavy armor.
I am guessing a recurve bow will be the most powerful shape, so I am guessing you might be able to get enough power out of a master crafted recurve shortbow, but it would also have much lower durability. Crossbows were much shorter than longbows after all, and they are known to have heavy penetration.

I do not want to see people that are missile proof, but I would not mind a heavy shield that could easily stop an arrow. It is just about getting around the shield. A really heavy shield would be difficult to use in melee anyway.

Last edited by Vincent : 1st June 2009 at 00:37.
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Old 1st June 2009, 00:36   #17 (permalink)
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I don't know if this has been covered but is there anyway of hitting between armor pieces? like at the neck or shoulder? I know there are the basic hit boxes for each armor piece but I figure a large part of medieval archery had to do with finding weak or exposed points.
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Old 1st June 2009, 00:39   #18 (permalink)
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I don't know if this has been covered but is there anyway of hitting between armor pieces? like at the neck or shoulder? I know there are the basic hit boxes for each armor piece but I figure a large part of medieval archery had to do with finding weak or exposed points.
No, there aren't enough hit boxs to do that, it would require a hit box between every armor joint, and since theres going to be over 100 million armor types, it will be impossible to do :\
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Old 1st June 2009, 00:41   #19 (permalink)
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No, there aren't enough hit boxs to do that, it would require a hit box between every armor joint, and since theres going to be over 100 million armor types, it will be impossible to do :\
ah. well i supposed you better know your equipment when going up against a heavy armored enemy.
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Old 1st June 2009, 00:49   #20 (permalink)
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so does that mean we will see a fake line or something showing where the arrow will go?
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I think by "traces" he means a trail that follows behind the arrow as it travels through the air to make it easier to spot, not a line to show you before you shoot.
Ok, I guess I'll have to explain this:

Instead of shooting in a straight line until the arrow magically disappears, you shoot in an arc that takes gravity into account. This means that if you shoot from afar you will have to aim a bit higher, and that you can actually shoot volleys against your opponent. It also means that an archer can aim 45° to shoot through a hole in the wall, and that the arrow (if correctly aimed) will fly through the window, and then start to plummet (and maybe hit someone on the other side). Or that you can shoot straight up in the air, and get hit by the arrow on it's way down.

With "traces" I mean that an arrow doesn't simply "trace" and hit it's target instantaneously upon release. Instead, several traces are being made, one from the shooter -> 20m, then one from 20m -> 40m, then one from 40m -> 60m etc. This means that an arrow flies in increments, and that you can actually (if you're really quick) run away from an incoming shot.
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Old 1st June 2009, 00:49   #21 (permalink)
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Originally Posted by FoxReid View Post
I don't know if this has been covered but is there anyway of hitting between armor pieces? like at the neck or shoulder? I know there are the basic hit boxes for each armor piece but I figure a large part of medieval archery had to do with finding weak or exposed points.

I think this could be simulated by creating arrow types that are better against certain types of armor. For instance an arrow that does blunt damage doing more damage to Plate Mail Armor.... (just an example)

Last edited by Balkin : 1st June 2009 at 02:08.
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Old 1st June 2009, 00:51   #22 (permalink)
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I think this could be simulated by creating arrow types that are better against certain types of armor. For instance a blunt arrow doing more damage to Plate Mail Armor.... (just an example)
Blunt arrow? That sounds rediculous lmao
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Old 1st June 2009, 00:52   #23 (permalink)
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Mats and what about arrows?
Will there be different kind of arrows?
^^
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Old 1st June 2009, 00:53   #24 (permalink)
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Quote:
Originally Posted by Mats Persson View Post
Ok, I guess I'll have to explain this:

Instead of shooting in a straight line until the arrow magically disappears, you shoot in an arc that takes gravity into account. This means that if you shoot from afar you will have to aim a bit higher, and that you can actually shoot volleys against your opponent. It also means that an archer can aim 45° to shoot through a hole in the wall, and that the arrow (if correctly aimed) will fly through the window, and then start to plummet (and maybe hit someone on the other side). Or that you can shoot straight up in the air, and get hit by the arrow on it's way down.

With "traces" I mean that an arrow doesn't simply "trace" and hit it's target instantaneously upon release. Instead, several traces are being made, one from the shooter -> 20m, then one from 20m -> 40m, then one from 40m -> 60m etc. This means that an arrow flies in increments, and that you can actually (if you're really quick) run away from an incoming shot.
Hurray for dedicated realism!
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Old 1st June 2009, 00:55   #25 (permalink)
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Originally Posted by Vincent View Post
I think by "traces" he means a trail that follows behind the arrow as it travels through the air to make it easier to spot, not a line to show you before you shoot. Such a pre-shot line would remove most of the skill from archery after all, while the trace would make archery more difficult by letting the enemy see your arrow more easily.



I am guessing a recurve bow will be the most powerful shape, so I am guessing you might be able to get enough power out of a master crafted recurve shortbow, but it would also have much lower durability. Crossbows were much shorter than longbows after all, and they are known to have heavy penetration.

I do not want to see people that are missile proof, but I would not mind a heavy shield that could easily stop an arrow. It is just about getting around the shield. A really heavy shield would be difficult to use in melee anyway.
I wonder if enemies will be able to see the streak or if it will just be on the shooters screen. If enemies can see there should be some arrows that leave the streak and some that don't.
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Old 1st June 2009, 00:57   #26 (permalink)
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Good info Mats! Please try your best to keep arcs in game, this feature is a bread winner! Keep up the good work.
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Old 1st June 2009, 00:57   #27 (permalink)
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Thanks for the info - everytime you mention the crafting system I get a little grin on my face hah.

I'm still coming to terms with how much of this stuff is possible, I guess when you free up time from writing all the features which were considered 'standard' by so many companies, you get the chance to work on some interesting stuff.
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Old 1st June 2009, 00:58   #28 (permalink)
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Mats and what about arrows?
Will there be different kind of arrows?
^^
At the moment we have a problem with arrows, in that they "come with the bow". Meaning a specific short bow has it's specific arrows, shape-wise.

You can change the material of the arrow-head (and the material affects a lot), but we have to solve the visual (shape) representation of different arrow types.

There will be different types of arrows, focusing on different types of damage (or even making noise). But again, right now they unfortunately all look the same, except for the material
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Old 1st June 2009, 01:00   #29 (permalink)
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Originally Posted by Mats Persson View Post
At the moment we have a problem with arrows, in that they "come with the bow". Meaning a specific short bow has it's specific arrows, shape-wise.

You can change the material of the arrow-head (and the material affects a lot), but we have to solve the visual (shape) representation of different arrow types.

There will be different types of arrows, focusing on different types of damage (or even making noise). But again, right now they unfortunately all look the same, except for the material
Noise arrows? For distraction purposes?
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Old 1st June 2009, 01:00   #30 (permalink)
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I wonder if enemies will be able to see the streak or if it will just be on the shooters screen. If enemies can see there should be some arrows that leave the streak and some that don't.
You will probably not see any magical "streak". But you will hear and see the impact.
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Old 1st June 2009, 01:00   #31 (permalink)
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Noise arrows? For distraction purposes?
Or for signaling.
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Old 1st June 2009, 01:02   #32 (permalink)
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Or for signaling.
Thats interesting!

Edit: Will there be arrows that are like flares?
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Old 1st June 2009, 01:03   #33 (permalink)
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Originally Posted by Mats Persson View Post
Or for signaling.
Actually that's an interesting point, get you set fire to arrows?
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Old 1st June 2009, 01:04   #34 (permalink)
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What about the amount of arrows you are able to carry in your quiver?
Will it take alot of your inventory, and do you have to be a bowmaker to be able to make basic arrows?
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Old 1st June 2009, 01:05   #35 (permalink)
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Originally Posted by Mats Persson View Post
Or for signaling.
maybe you can make an arrow head with some type of whistle on it. that would be sweet. good way to signal an ambush.
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Old 1st June 2009, 01:06   #36 (permalink)
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Originally Posted by Mats Persson View Post
Or for signaling.
Koshi, was the word I was looking for:
http://en.wikipedia.org/wiki/Signal_arrow
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Old 1st June 2009, 01:07   #37 (permalink)
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Originally Posted by Mats Persson View Post
Koshi, was the word I was looking for:
http://en.wikipedia.org/wiki/Signal_arrow
So just a big, noticable arrow that made a loud sound?
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Old 1st June 2009, 01:12   #38 (permalink)
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Koshi, was the word I was looking for:
http://en.wikipedia.org/wiki/Signal_arrow
Haha, thats pretty cool.
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Old 1st June 2009, 01:13   #39 (permalink)
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So just a big, noticable arrow that made a loud sound?
Yes, a good means of communication.

And enchanting it could be very useful, yes?
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Old 1st June 2009, 01:14   #40 (permalink)
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Yes, a good means of communication.

And enchanting it could be very useful, yes?
Enchanting is in? Can you enchant it to spawn a monster in the area the arrow hits?

Hopefully nothing that makes your weapon look like god made it :\

Such as:

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