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Help Me Design This Kit!

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I have begun creating a new kit mod, but I'm not sure what to name it and what all the features should be, so I've decided to ask around for suggestions. The basic idea behind this kit is that it's a fighter that attacks MANY times per round, but does not deal as much damage per hit.

The fighter has constant effect Improved Haste from level 1, is immune to slow, and gains an extra half attack per round every 5 levels, but gets no extra attacks per round from proficiencies or levels 7 and 13 (like a normal fighter would). Thus, at level 10, the fighter will have 6 attacks per round with a sword, 8 attacks per round when dual-wielding, or 10 attacks per round when using darts.

In addition, the fight can create and use a set of kit-exclusive weapons (scimitars, katanas, short swords, daggers, staffs, darts, and shortbows) which deal lingering damage, imitating the effects of an extra attack per round--allowing us to sort of bypass the APR cap of 10. Every 4 levels, the weapons created get stronger, and at levels 12, 16, and 20, the lingering damage is extended. For example, at level 16, a kit-created scimitar will deal 1d8+4 base damage, then 1d6+3 on-hit damage after one second, then 1d4 damage after two seconds, and finally 1d3 damage after three seconds. The fighter at level 16 is basically attacking 28 times per round, but most of those strikes are low-damage and get no bonuses from Strength and so forth.

However, the fighter deals 75% less physical damage no matter what weapons it's using, and also cannot wear armor. Even with 18/80 STR and GM in scimitars while dual-wielding, the fighter deals less than 50 damage per round at level 16, while an unkitted fighter at the same level might deal 132 damage when dual-wielding under a party mage's Improved Haste spell. Think of the kit like a quadruple-wielding Archer/Kensai that deals less damage than a normal fighter, but imposes a lot of hitstun because it hits so often.

What do I call this kind of kit, and what else should I add, remove, or tweak to make the kit more balanced or more fun?

What are Your Low-Down Dirty Tricks?

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Hi folks! Been awhile. I'm curious what low-down dirty (cheap?) tricks you've discovered in your many years of playing these games. Let the cheese commence!

- Killing *insert random creature / character* without losing Rep: A big one on my evil playthroughs. Simply use one of the Charm Cloaks to charm them, and then have an encountered monster in the area you are in do the killing for you. My favorite area to use this arguably is the Nashkel Fair with the Potion Vendor. Charm him, leave, find a kobold, get attacked, run into his tent - Kobold follows. Charge vendor forward. Let Kobold kill him, then kill the little demon imp.

- Baeloth Overkill... I mean Barrityl as your evil party mouthpiece: Not really a trick, but definite cheese (I mean this particular Drow is already a bit OP let's be honest). 16 Base Charisma... Move him to the party leader while you do any serious buying of magic items. Give him the Charisma Tome (+1), 17... Give him a Charm Cloak (+2), 19.... Put one of the many friends scrolls you find in his Quick Item Slot (like a potion). Cast Friends. 25 Charisma. Before doing this I recommend getting your party Rep to at least a "10" to ditch negatives from it. Evil folks still don't complain at a 10 which is Avg. Proceed to buy a Light Crossbow of Speed from Taerom for like 8,000 gold.

- Casting Skull Traps and Glyphs of Warding before set encounters: I mean this one is a straight up exploit of you knowing what's coming. Example: Adoy Enclave fight. Cast Skull Trap and Glyphs of Warding in the north part of the room prior to Ekandor arriving with his goons. Trigger the fight. Watch them teleport in and basically explode after the dialogue.

- Charming spellcaster enemies in fights and either casting their spells on themselves or just bleeding them dry before killing them.

- Killing Brage and Nalin after the Brage Quest for 1400 EXP each, and no rep loss... I've submitted this as a bug quite a few times, but historically its always been there.

- Charming Oublek in Nashkel, running him north (out of the sight of guards), and then killing him after all bounties are cashed in.


How modern aRPG's would be if Diablo "organs" din't had replaced??

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On pre alfa version of D2, instead of dropping random items, monsters drop organs and you use it to craft items. Unfortunately was considered "too creepy"(in a game with skills like corpse explosion) and was replaced by an worst version of looting, aka monsters drop weapons and armor that they are not wearing. Something that makes no sense. I an not saying that is bad, a lot of people love this "mechanism", but if you look to more traditional RPG's, on VtMB, if you kill someone using an shotgun, he will drop the shotgun, not an baton or an revolver. The same happens on Fallout New Vegas, no deathclaw or similar high level non humanoid enemy would ever drop an anti materiel rifle or explosive .50 ammo. And in medieval RPG's too, On Morrowind is possible to get the best medium armor in the game easily at lv 1 with spellcrafting and a little strategy. On non isometric aRPG's like Dark Souls, certain weapons are obtained by "challenges" like cutting an boss tail.

We all know that Diablo popularized the loot hunt games. i usually prefer RPG's more focused on characters, never found try farm enigma runes that interesting, but create an new char and go on normal, nightmare and hell, was an amazing experience. My question is, how it will affect the gaming industry, if D2 had maintained the "organs" system?

would an new game popularized the same concept? would mmo's be different? And similar to pre wow mmos? More "ultima clones" and less wow clones? would exist games like borderlands exist? And other "diablo clones"? Like Path of Exile?

Honestly i don't know how the game market would be today. But is interesting to discuss this "Butterfly Effect"

Diablo II Enhanced Edition

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Yes, it's happening. No, it's not an official Blizzard overhaul.

Creed: Staying fanatically true to the game's core mechanics, lore and aesthetics

Currently planned in-development features include, but are not limited to:

  • Interfaces rebuilt for 1366x768 (and 1024x768), which scales beautifully to 1920x1080 [in progress]
  • A comprehensive character statistics panel [mostly done]
  • Expanded personal inventory storage capacity [mostly done]
  • Expanded personal stash storage capacity (16x15 vs vanilla 6x8) [done]
  • Expanded Horadric Cube storage capacity (8x8 vs vanilla 3x4) [done]
  • PlugY multi-page stash and shared stash compatibility [compatible]
  • Sven's Glide wrapper compatibility [compatible]
  • ALchemy 3D sound compatibility [compatible]
  • 200+ new skill additions (note that all original Diablo II Lord of Destruction skills and builds are intact) [in progress]
  • Ability to reset attributes and skills [in progress]
  • Ability to enhance items [in progress]
  • Unique graphics for each Unique and Set item [in progress]
  • New Unique items [not started]
  • New item Sets [not started]
  • Addition of new items to existing Sets (where it makes sense) [not started]
  • Throwing potions made viable [in progress]
  • More explanatory labels for mercenary companions [mostly done]
  • An AI overhaul of mercenary companions [in progress]
  • Fully equippable mercenary companions [in progress]
  • New mercenary companion types/classes [in progress]
  • Dialogue, voices and personalities for mercenary companions [not started]
  • An option to hire multiple additional mercenary troops ('cannon fodder' different from equippable mercenary companions) [in progress]
  • An in-depth overhaul of the Lord of Terror encounter [in progress]
  • An in-depth overhaul of the Summoner/Jazreth encounter [in progress]
  • Other boss encounter overhauls [not started]
  • Addition of new boss encounters [not started]
  • Revision of troublesome areas (the Arcane Sanctuary and Maggot Lair in particular) [in progress]
  • Addition of new optional areas to explore [not started]
  • Additional NPCs to interact with in existing areas [not started]
  • Addition of NPC allies to hostile areas [in progress]
  • Addition of new main story quests (Act 4) and side-quests [not started]
  • Addition of new content/storylines for Nightmare and Hell difficulties [not started]

Please note that feature completeness and availability may vary greatly between releases. Features may be added and/or removed from this list at any time as development progresses.

Features frequently requested by our community (under consideration, may or may not be added to the above list):

  • Active 'charm zone' separated from main inventory
  • Automatic gold pickup
  • Bypassing 25 FPS limit
  • Hotkey shortcuts for inventory management
  • NPC gambling inventory refresh button
Feel free to share your thoughts on how Diablo II could be enhanced :innocent:

[Mod] Ascalon's Questpack (Kerzenburgforum)

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Ascalon's Questpack From the readme: During the course of the game one is often inspired with smaller or bigger ideas for side-quests or stories that take place parallel to the story of the bhaalspawn. This modification is a collection of my (Ascalon's) ideas: Several quests or differing dimensions. Some are humorous, others of the tragic kind. There are puzzles and combat challenges. Several require a diplomatic touch. A few are race- and class-specific. The mod adds quests to both BG1 and BGII. It can be installed directly to BG:EE, BGII:EE, EET, BGT, Tutu (w TotSC), and BGII. CONTENT Baldur's Gate I: - A Job Well-Paid What happens when adventurers are a bit too eager to spend their first big money? Travel to Beregost to find out. - A Feast for the Gnolls It was supposed to be a romantic picnic, but then everything went wrong. Look for Mrs Wellstone in Nashkel and help the poor woman find her son. - The Great Carlini Once a gnome's scientific curiousity has been stirred there is nothing that can stop him. Not even the spell that once cost the archmage Carlini hist life. Look for Ygnatius in the Friendly Arm Inn (he is hard to miss). - Fangirls True fangirls stay true to their idols, just like Cindy, Mandy and Ashley in the north-western part of Baldur's Gate... - A Home for the Gibberlings What does an artist create when out of ideas? Trouble, lots of trouble, considering what Gerlado the Splendiferous in the central part of Baldur's Gate has been up to recently. - The Lost Son All the half-elf Aphriel wanted was to lay down her bow in favour of a simple life. But then everything changed. Meet her in the bandit camp after dealing with the guards. - Of Wolves and Men Aiwell the mage has barred her doors - from the outside. Find out why near High Hedge. - Flopsy An epic tale of honour, friendship and bunny-rabbits. - The Serpents of Abbathor A mysterious dwarven kult is recruiting along the Sword Coast and heroes are in great demand! At the moment only te BG 1 part is complete. Loot Mulahey's corpse or travel to the south-west part of Baldur's Gate to get started. Baldur's Gate II: - A Halfling among the Eyeless Who will help Mrs Lawner to find her missing son? Download from official Download Site Download from Jastey's GitHub

[MOD] EEex (v0.5.0-alpha)

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Overview:

EEex is an executable extender for Beamdog's Enhanced Edition of the Infinity Engine. Its goal is to externalize certain parts of the engine to grant modders a greater degree of control over otherwise hardcoded mechanics. EEex does not make any gameplay changes itself - it merely enables other mods to do so.

Just give me the link!

Alpha versions of this project are now available on GitHub. EEex will support MacOS and Linux on launch, however, the current alpha version only supports Windows. In addition, BG2:EE v2.5.16.6 is the only supported game at the time of writing.

What does it do?

EEex, when installed, directly modifies the game's executable in order to insert a loader. This loader is used to alter the game's code on startup; the modifications that are made depend on the version of EEex installed, and any installed mods that make use of EEex's capabilities.

I'm a user, what do I need to do to install?

EEex is installed just as any other WeiDU mod. Simply extract the archive's contents into your game's base folder, and run the setup - it will take care of the rest. Please note that since EEex alters the game executable itself, you should ensure that the game is closed before running the installer! EEex is currently in alpha, and as such it is highly unstable. All immediate crashes are believed to be fixed, though you still risk a crash at any time. Use with care.

I'm a modder, how do I use EEex?

EEex makes changes to many different parts of the engine. Accessing and making use of new opcodes, actions, triggers, and objects is as simple as installing EEex. The real power of EEex, however, comes from its ability to change hardcoded engine behavior. The hooks that enable these alterations are completely defined and controlled by the Lua environment, and as such, modders wishing to use these systems will have to either: a) Insert a M_*.lua file into the override folder. or b) Edit UI.MENU directly. Detailed documentation pending.
Previous post: [EEex v0.2.0-alpha] Who's up for some new LUA functions?
Edit: Alpha versions of this project are now available on GitHub. Documentation and post-overhaul pending™. I have been working on creating some new LUA functions via hex editing for a mod I am currently working on, and it has been going very well so far. In case any of you are curious, here's the two new functions I've made so far: Infinity_GetPCIdentifier(slot) - Gets the ID of the character in the given portrait slot. Can be used to access the characters table or in the following command... Infinity_GetLocal(creatureID, local) - Returns the value of the given local variable on the creatureID. Can be used in conjunction with the previous command to get local values of PCs. Currently in the works: Infinity_SetLocal(creatureID, local, value) - Sets the value of the given local variable on the creatureID. To give you guys some proof, here's a screenshot: Here's my question to you all - What new commands would you like to see? New UI behaviors are beyond me, but externalizing any other behavior the engine exhibits is definitely a possibility. I.E. any internal fields you would like to have access to, any existing function behaviors you would like changed.

Contingencies and Sequencers - What do you use?

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What does everybody else like to put in their Contingency and Sequencer spells? Making this post largely out of curiosity and to see if perhaps there's some awesome combo that I overlooked. :)

Minor Sequencer - I used to put double Magic Missiles in this slot ("Say hello to my Ten-Shooter! PEW PEW!"), but after encountering a certain Planeswalking Rakshasa in Siege of Dragonspear, I've since changed it to a combined Web+Stinking Cloud. I've found it to be quite a nasty combo for hurling into the back of a large group of enemies and having them permanently incapacitated from one spell or the other.

Contingency - You can't really go wrong with the classic "Stoneskin at 50% health", but I got a bit tired of having to recast my Contingency every time my Mage took a lucky high-rolling Fireball to the face, so I instead changed it to "Improved Invisibility at 25% health". This not only tends to take my Mage out of immediate danger (primarily because it also prevents spellcasters from directly targeting me), but it also gives me time to re-position and perhaps cast some other defensive spells before attacking again.

Spell Sequencer - I used to put 3x Flame Arrow into this to provide a heavy hitting puncher, but more recently I've started putting 3x Skull Trap thanks to the Tweaks mod that improves the detonation trigger for Skull Traps if you cast it into an area where enemies are standing. Much fewer creatures are immune to Magic damage, and it packs a small (so it's less likely to hurt your front line fighters) AOE burst into the bargain.

Spell Trigger - I usually use this as my "Shield Breaker", with a combination of Pierce Magic+Breach+Lower Resistance, for use against spellcasting foes like Liches. At higher levels though I usually need to throw in a Pierce Shield first to remove any high-level wards before casting this.

Chain Contingency - This one I'm torn about. My current plan is to put in a 3x Horrid Wilting (since BG's version of Horrid Wilting doesn't affect party members) on "Enemy that last hit the Mage" when my Mage falls to 10% HP (again, I'm trying to avoid having to recast my Contingencies too often) as a "Doomsday Nuke" when things get really desperate, but there are lots of other defensive strategies I could use too.

BGII ee "Not Enough Free Disk Space to Save Game"

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BG II ee Version: 2.5.16.6
System:
Mac OS X Yosemite v. 10.10.5
MacBook Pro (Retina, 15-inch, Late 2013)|
2 GHz Intel Core i7
8 GB 1600 MHz DDR3
Intel Iris Pro 1536 MB


No Mods Installed. I recently purchased all three BG ee games (BG ee, SoD, BGII ee), and used the Beamdog client to download and install them

I ran BG ee, SoD totally fine, played through the entire games. Now with BGII ee, After I start it up, and the opening scene and convo with Imoen is over, I get the message ("Not Enough Free Disk Space to Save Game"). I have tried uninstalling/reinstalling (via client), and get the same message. I have tired this through the Black Pits II and get the same message. I am unable to create a new save game at all in BG II. I have over 36 GB of Free Space, so that's not the issue.

One thing, I looked up older threads, and they usually say "check if you have "Baldur's Gate II - Enhanced Edition" in your Documents folder." I do NOT, however I do have "Baldur's Gate - Enhanced Edition" . For some reason, all games were installed in Beamdog Library (only accessible via the Library), but only BG I gets a separate folder in the publicly visible documents folder.

Help much appreciated. Thanks in advance.

Famous Quotes and laws of reality...

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Those who watch the recent activity page will know that sometimes I post famous quotes and "laws" of reality but as not everyone even knows the activity page exists I decided to make it a thread... besides I'd like to read your favorite famous quotes and "laws" as well :) Just to start these were my last three posts:

If a straight line of holes is made in a piece of paper, such as a sheet of stamps or a check, that line becomes the strongest part of the paper. -- Kington's Law of Perforation

We can't solve problems by using the same kind of thinking we used when we created them. -- Albert Einstein (1879-1955)

The future is something which everyone reaches at the rate of sixty minutes an hour, whatever he does, whoever he is. -- C. S. Lewis

Is it realistic

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that if I was playing a chaotic good character, entering houses in baldur's gate city (because you know, most of the content of the city is behind closed doors that you have to unlock) a paladin (member of the party) would tolerate the party entering these houses and maybe working with the evil npcs? Just working, not necessarily joining them (e.g doing the quest for the harper that is in front of the mage of sorceror sundries)

Polymorph limitations

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I've been playing around with polymorphs(opcode135) recently and noticed that the head slot is not used when a player polymorphs. Chest slot seems to be retained. Also noticed that only STR and DEX (not CON), come from the .cre file. Anyone have a complete list of how polymorphs work? For instance do resistances from the Cre set or increment existing resistances?

Check for Paralysis, Hold, Stun

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Is there any good way to check for a player being in these states other than STATE_HELPLESS from the STATE.IDS?

Spells have these different effects and I wonder if I need to check for each of them?

Power word, stun (210)
Stun (45)
Paralyze (109)
Hold creature (175)

Eye of the Beholder: Enhanced Edition?

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Or just straight up Eye of the Beholder IV using 5e rules.

Someone pitch this to WotC already. =) Legend of Grimrock 1&2 have paved the way and showed a modern version of a real time grid based dungeon crawler still works and plays great.

The new twist in addition to the obvious modernizations can be co-op multiplayer.

Any players for that?

Beamdog Absent?

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no updates or beamblogs for 3 months, whats going on???

[mod] Will of the Wisps - Shamanic enhancements

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"Will of the Wisps" is my new BG2EE mod in-progress. I don't usually show my work when it's not ready, but I decided to make an exception. The mod is to introduce more shamanism in BG2. I understand that many people just don't play shamans because they do not get their own Stronghold and there is no shamanic NPCs in BG2. That resulted in making this class very little popular. What's more, right now original game does not include any kits for shaman class. Some information from the readme: The mod introduces many shamanic improvements to BG Series. After playing Siege of Dragonspear I had a feeling that shamans in BG1 and BG2 would use some nice additions. Keep in mind that the mod was created with BG2 in mind, so if you try to install the mod on BG1, you will only see the component with the new shamanic kit. In mod you can find: => the brand new shaman kit: Witchlight Shaman => Shaman's Stronghold along with optional change of shaman's class description (to erase "no stronghold" line) => Brand new NPC - Will, the undead witchlight shaman (may be joined on the Shaman's stronghold area, which is available for every CHARNAME) => A mini-quest to restore a certain area's power (first Stronghold quest which is available to every PC) => Optional new items for shamans and exclusive items for undead NPCs (like Will or Hexxat) => Optional new enemy types: driders and treants (you may now encounter just few of these) INSTALLATION AND COMPATIBILITY: Install like any other WeiDU mod, by unzipping the mod in your BG2EE game directory and running Setup-willowisp.exe on Windows or equivalent on other platforms. You must have an EE version of the game updated to v2.0 or higher. The mod should be compatible with any other WeiDU mod. This mod also can be installed with (after) the Enhanced Edition Trilogy (EET), before EET_End. FAQ: Q: When/Where can I find Will or the shaman stronghold? A: After destroying the Shade Lord, you will encounter a wisp. Listening to it will start the short quest leading to both. Q: Will dies instantly when I travel to a different location! Help! A: Read his joining dialogue... he states that he physically can't leave without visiting his grave first. Q: How often will I need to return to the stronghold? A: You will be notified three days since the previous event. Q: Does Will have conflicts with other NPCs? A: No. He might not get along so well with everyone, but he won't fight with them. Q: Can I romance Will? A: No. You can try, but he'll turn you down. However, he might have something to say if you romance another party member. Q: Any crossmod content? A: Yes. If installed, Will may have a small talk (or two) with: Foundling, Pai'Na, Petsy, Quayle, Sirene. CREDITS: Mod author.........................................................Lava Del'Vortel Kit, feedback, text editing, testing and debugging.................Artemius_I Testing and debugging..............................................agb1 Additional technical help..........................................argent77 Voicing............................................................Soul Music source.......................................................Planescape: Torment; Laurent Danis (https://www.jamendo.com/track/689398/rituel) Stock image used for the portrait..................................NikitaKalevala (http://nikitakalevala.deviantart.com/art/Stock-624283061) Thank you to all players who decided to try out this and my other mods I created over the years. Screenshots:
NOTE: You may need to start a new game OR at least use a savegame from before you started the Umar Hills / Temple Ruins quest. Spellhold Studios Download Link Dropbox Download Link

Newbie here _ Truhart

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hmm hello everyone , could someone please tell me what I have to buy and from where, to try and join in with playing games with other ppl on line. I play neverwinter on line , Lotr . Swotr, but I just dont get where all you guys are playing or how it all works. Any help would be greatly received. also should I be starting on BG or BG2 or make no differance? buy on steam or direct?
Tru
x

Scripting help

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Hi. I'm trying to turn all spells and abilities from per rest to per encounter. To this effect, I created a spell with a global effect applying opcode 316, targeting party, instant/permanent timing, natural/nonmagical with 100 power and probability1. Then I appended the following to baldur.bcs:

IF
!ActuallyInCombat()
THEN
RESPONSE #100
ApplySpellRES("SPELLNAME",Myself)
END


Doesn't work. I don't get why. What am I doing wrong?

Arelith

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Arelith is fully migrated to EE on its main servers.

Divinity: Original Sin Minimal and No Reload Thread (spoilers)

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Ever since IGN had declared in 2014 DOS felt like a modern BG, this series (now including 2 games, and 1 in development) has been mentioned as good tactical RPGs. So why not have a thread about playing these games with minimal or no reloads on our forum?

I'll try to open it with a story about 2 Source Hunters arriving to the city of Cyseal to investigate the murder of a local councillor: Lucius and Anni.

s12sx73huzjr.jpg

Baldurs Gate Meme Thread II: Enhanced Edition (Careful, everyone, SPOILERS!)

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Going to star this'n out with a few favey-rights from the last thread... image image image image image = = = = = = = = = Kitties aside, it's time for rules. Let me see, here... Keep It Clean-ish: Let's keep this thread PG-13. -I'm not saying "Let's make jokes that are appropriate for Leave It To Beaver!", just avoid the profanity and sexual content. Don't Spoil The Fun!: As far as spoilers go, well, it'd be mighty fine if you could put spoiler tags ( [ spoiler ] [ /spoiler ] , without the spaces) around such things, so people new to this game in need of a quick giggle don't get spoiled like I did on Wikipedia in 2006. :( Now I regard spoilers twice as much. Play Nice: Like Alora says, "Careful, everyone, play nice!". This is a "space" for us to have fun. Let's play nice, and not bait or antagonize (troll) others. Something Is Wrong, Here...: SCARY_WIZARD thinks you should contact some moderators if a rule appears to have been broken. We have, to my knowledge, @Dee (formerly Aosaw, if you've been absent for a while; the sentientest wombat I ever read things from!), @mInevese, @Nathan, @Coriander, @LadyRhian, @Cuv, @CamDawg (THEY MAKE COOL THINGS), @Jalily, @Metalloman, or any of the other Staff members (whose text happens to be on a blue or grey background). PLEASE, let us not discuss what caused the other thread to be locked, lest this one get locked, as well, and future meme threads be prohibited! Here's the officialest rules we can get, from @Dee: http://forum.baldursgate.com/discussion/10852/site-rules-mind-the-gap = = = = = = = = = Here's the last thread, in all its high-larious glory: http://forum.baldursgate.com/discussion/3079/baldur-s-gate-meme-thread-spoilers-all-over-the-place/ . A hoot and a half, especially when there was a whole page of CATS! I love cats. = = = = = = = = = Here's how to post an image, if you're like me and know HTML and vB Code/UBB Code, but are derpy. Copy this: image, and paste it, replacing "LINKGOESHERE" with the URL of the image you want to post. Attaching is cool, too, but you might be like me and want to just link. Here's some stuff on formatting your posts: forum.baldursgate.com/discussion/161/how-to-format-your-posts/p1 I don't do that, but I'm not exactly the best example, am I. = = = = = = = = = EDIT: Rules ironed out, as suggested by @Metalloman.
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