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	<title>Скрипт для добычи руды пешком (Mining script) - История изменений</title>
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	<updated>2026-08-25T20:37:54Z</updated>
	<subtitle>История изменений этой страницы в вики</subtitle>
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		<title>Support: Новая страница: «Скрипт для Legnes/Orion Assist. Вариант для тех у кого ещё нет своего дома. Бегает в пещеру и относит в банк пешком, возвращается на то же место и продолжает рыть.  &lt;p&gt;Автор скрипта: &#039;&#039;&#039;[https://legnes.com/user/Hotride Hotride ]&#039;&#039;&#039;&lt;/p&gt; &lt;syntaxhighlight lang=&quot;javascript&quot;&gt; // Пещера для копания: // 0 - Newbie mine // 1 -...»</title>
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		<updated>2024-12-09T09:35:26Z</updated>

		<summary type="html">&lt;p&gt;Новая страница: «Скрипт для Legnes/Orion Assist. Вариант для тех у кого ещё нет своего дома. Бегает в пещеру и относит в банк пешком, возвращается на то же место и продолжает рыть.  &amp;lt;p&amp;gt;Автор скрипта: &amp;#039;&amp;#039;&amp;#039;[https://legnes.com/user/Hotride Hotride ]&amp;#039;&amp;#039;&amp;#039;&amp;lt;/p&amp;gt; &amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt; // Пещера для копания: // 0 - Newbie mine // 1 -...»&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Новая страница&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Скрипт для Legnes/Orion Assist.&lt;br /&gt;
Вариант для тех у кого ещё нет своего дома.&lt;br /&gt;
Бегает в пещеру и относит в банк пешком, возвращается на то же место и продолжает рыть.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Автор скрипта: &amp;#039;&amp;#039;&amp;#039;[https://legnes.com/user/Hotride Hotride ]&amp;#039;&amp;#039;&amp;#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// Пещера для копания:&lt;br /&gt;
// 0 - Newbie mine&lt;br /&gt;
// 1 - Trinsic secret cave&lt;br /&gt;
// 2 - Trinsic cave&lt;br /&gt;
var CaveType = 0;&lt;br /&gt;
&lt;br /&gt;
// Использовать фильтр руды, 0 - не использовать, 1 - использовать&lt;br /&gt;
var UseOreNameFilter = 0;&lt;br /&gt;
&lt;br /&gt;
// Названия руды для игнорирования жилы (не продолжать копать)&lt;br /&gt;
var IgnoreOreNames = &amp;#039;Iron ore|Железная руда&amp;#039;;&lt;br /&gt;
&lt;br /&gt;
// Использовать хайд, 0 - не использовать, 1 - использовать&lt;br /&gt;
var UseHidding = 0;&lt;br /&gt;
&lt;br /&gt;
// Выгружать руду с переплавкой, 0 - не плавить, 1 - плавить&lt;br /&gt;
var UnloadWithSmelt = 1;&lt;br /&gt;
&lt;br /&gt;
// Звук при появлении элементаля&lt;br /&gt;
var SoundForGuard = &amp;#039;C:/a.wav&amp;#039;;&lt;br /&gt;
&lt;br /&gt;
// Количество повтора звука&lt;br /&gt;
var SoundRepeatCount = 5;&lt;br /&gt;
&lt;br /&gt;
// Точки банков для CaveType&lt;br /&gt;
// Первая точка - координаты, куда нужно вставть&lt;br /&gt;
// Вторая - запаска, если на первую не встали (тайл заблокирован)&lt;br /&gt;
var BankSpots =&lt;br /&gt;
[&lt;br /&gt;
	// CaveType == 0&lt;br /&gt;
	[ [2564, 480], [2564, 479] ],&lt;br /&gt;
	// CaveType == 1&lt;br /&gt;
	[ [1821, 2821], [1821, 2822] ],&lt;br /&gt;
	// CaveType == 2&lt;br /&gt;
	[ [1821, 2821], [1821, 2822] ]&lt;br /&gt;
];&lt;br /&gt;
&lt;br /&gt;
// CaveType == 0&lt;br /&gt;
var SpotsNewbieMine =&lt;br /&gt;
[&lt;br /&gt;
	[ 2564, 472 ],&lt;br /&gt;
	[ 2569, 472 ],&lt;br /&gt;
	[ 2571, 470 ],&lt;br /&gt;
	[ 2574, 472 ],&lt;br /&gt;
	[ 2579, 477 ],&lt;br /&gt;
	[ 2574, 477 ],&lt;br /&gt;
	[ 2569, 477 ],&lt;br /&gt;
	[ 2569, 482 ],&lt;br /&gt;
	[ 2574, 482 ],&lt;br /&gt;
	[ 2579, 482 ],&lt;br /&gt;
	[ 2577, 486 ],&lt;br /&gt;
	[ 2572, 486 ],&lt;br /&gt;
	[ 2569, 489 ],&lt;br /&gt;
	[ 2567, 486 ],&lt;br /&gt;
	[ 2564, 490 ],&lt;br /&gt;
	[ 2563, 494 ],&lt;br /&gt;
	[ 2560, 497 ],&lt;br /&gt;
	[ 2556, 497 ],&lt;br /&gt;
	[ 2559, 492 ],&lt;br /&gt;
	[ 2561, 487 ],&lt;br /&gt;
	[ 2564, 484 ],&lt;br /&gt;
	[ 2564, 480 ],&lt;br /&gt;
	[ 2565, 476 ]&lt;br /&gt;
];&lt;br /&gt;
&lt;br /&gt;
// CaveType == 1&lt;br /&gt;
var SpotsTrinsicSecretCave =&lt;br /&gt;
[&lt;br /&gt;
	[ 1662, 2935 ],&lt;br /&gt;
	[ 1659, 2932 ],&lt;br /&gt;
	[ 1655, 2932 ],&lt;br /&gt;
	[ 1655, 2927 ],&lt;br /&gt;
	[ 1653, 2922 ],&lt;br /&gt;
	[ 1652, 2917 ],&lt;br /&gt;
	[ 1650, 2913 ],&lt;br /&gt;
	[ 1648, 2908 ],&lt;br /&gt;
	[ 1647, 2903 ],&lt;br /&gt;
	[ 1647, 2898 ],&lt;br /&gt;
	[ 1648, 2894 ],&lt;br /&gt;
];&lt;br /&gt;
&lt;br /&gt;
// CaveType == 2&lt;br /&gt;
var SpotsTrinsicCave =&lt;br /&gt;
[&lt;br /&gt;
	[ 1490, 2852 ],&lt;br /&gt;
	[ 1493, 2851 ],&lt;br /&gt;
	[ 1492, 2847 ],&lt;br /&gt;
	[ 1495, 2846 ],&lt;br /&gt;
	[ 1496, 2843 ],&lt;br /&gt;
	[ 1495, 2839 ],&lt;br /&gt;
	[ 1495, 2834 ],&lt;br /&gt;
	[ 1491, 2834 ],&lt;br /&gt;
	[ 1487, 2837 ],&lt;br /&gt;
	[ 1482, 2839 ],&lt;br /&gt;
	[ 1478, 2842 ],&lt;br /&gt;
	[ 1488, 2834 ],&lt;br /&gt;
	[ 1493, 2830 ],&lt;br /&gt;
	[ 1488, 2825 ],&lt;br /&gt;
	[ 1489, 2821 ],&lt;br /&gt;
	[ 1491, 2823 ],&lt;br /&gt;
	[ 1495, 2829 ],&lt;br /&gt;
	[ 1497, 2830 ],&lt;br /&gt;
];&lt;br /&gt;
&lt;br /&gt;
// Не трогать!!!&lt;br /&gt;
var BankX = BankSpots[CaveType][0][0];&lt;br /&gt;
var BankY = BankSpots[CaveType][0][1];&lt;br /&gt;
var Bank2X = BankSpots[CaveType][1][0];&lt;br /&gt;
var Bank2Y = BankSpots[CaveType][1][1];&lt;br /&gt;
var SayBank = (CaveType != 0);&lt;br /&gt;
var CycledMining = (CaveType == 0);&lt;br /&gt;
&lt;br /&gt;
var Spots = [];&lt;br /&gt;
if (CaveType== 1)&lt;br /&gt;
	Spots = SpotsTrinsicSecretCave;&lt;br /&gt;
else if (CaveType== 2)&lt;br /&gt;
	Spots = SpotsTrinsicCave;&lt;br /&gt;
else&lt;br /&gt;
	Spots = SpotsNewbieMine;&lt;br /&gt;
&lt;br /&gt;
function UsePickaxe(_private)&lt;br /&gt;
{&lt;br /&gt;
	if (!Orion.UseType(&amp;#039;0x0E85&amp;#039;, &amp;#039;any&amp;#039;, self, false))&lt;br /&gt;
	{&lt;br /&gt;
		if (!Orion.UseType(&amp;#039;0x0E85&amp;#039;))&lt;br /&gt;
		{&lt;br /&gt;
			Orion.Print(&amp;#039;0x0021&amp;#039;, &amp;#039;Your tool is gone!&amp;#039;);&lt;br /&gt;
			Orion.Terminate(&amp;#039;all&amp;#039;);&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function WalkHangChecker(_private)&lt;br /&gt;
{&lt;br /&gt;
	var x = Player.X();&lt;br /&gt;
	var y = Player.Y();&lt;br /&gt;
	var count = 0;&lt;br /&gt;
&lt;br /&gt;
	while (true)&lt;br /&gt;
	{&lt;br /&gt;
		if (x == Player.X() &amp;amp;&amp;amp; y == Player.Y())&lt;br /&gt;
			count++;&lt;br /&gt;
		else&lt;br /&gt;
			count = 0;&lt;br /&gt;
&lt;br /&gt;
		if (count &amp;gt;= 15)&lt;br /&gt;
		{&lt;br /&gt;
			Orion.StopWalking();&lt;br /&gt;
			count = 0;&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		x = Player.X();&lt;br /&gt;
		y = Player.Y();&lt;br /&gt;
&lt;br /&gt;
		Orion.Wait(1000);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function WalkToWrapper(x, y, distance, run)&lt;br /&gt;
{&lt;br /&gt;
	Orion.Exec(&amp;#039;WalkHangChecker&amp;#039;);&lt;br /&gt;
	// Потому что на пути следования могут быть динамические препятствия&lt;br /&gt;
	for (var i = 0; i &amp;lt; 3; i++)&lt;br /&gt;
	{&lt;br /&gt;
		if (Orion.WalkTo(x, y, distance, 0, 255, run))&lt;br /&gt;
		{&lt;br /&gt;
			Orion.Terminate(&amp;#039;WalkHangChecker&amp;#039;);&lt;br /&gt;
			return true;&lt;br /&gt;
			}&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	Orion.Terminate(&amp;#039;WalkHangChecker&amp;#039;);&lt;br /&gt;
	return false;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function CheckOverweight(useWalkingBack, forced)&lt;br /&gt;
{&lt;br /&gt;
	if (forced || Player.Weight(&amp;#039;%&amp;#039;) &amp;gt;= 95)&lt;br /&gt;
	{&lt;br /&gt;
		var oldX = Player.X();&lt;br /&gt;
		var oldY = Player.Y();&lt;br /&gt;
&lt;br /&gt;
		if (!forced)&lt;br /&gt;
			Orion.Print(&amp;#039;0x0021&amp;#039;, &amp;#039;Weight limit reached!!!&amp;#039;);&lt;br /&gt;
&lt;br /&gt;
		if (!WalkToWrapper(BankX, BankY, 0, true))&lt;br /&gt;
		{&lt;br /&gt;
			if (!WalkToWrapper(Bank2X, Bank2Y, 1, true))&lt;br /&gt;
				Orion.PauseScript();&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (UnloadWithSmelt)&lt;br /&gt;
		{&lt;br /&gt;
			while (Orion.UseType(&amp;#039;0x19B7|0x19BA|0x19B8|0x19B9&amp;#039;))&lt;br /&gt;
				Orion.Wait(100);&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (SayBank)&lt;br /&gt;
			Orion.Say(&amp;#039;bank&amp;#039;);&lt;br /&gt;
		else&lt;br /&gt;
			Orion.UseObject(&amp;#039;0x401D02AA&amp;#039;); // Bankomat&lt;br /&gt;
&lt;br /&gt;
		Orion.Wait(200);&lt;br /&gt;
		UnloadIngots();&lt;br /&gt;
		UnloadOres();&lt;br /&gt;
&lt;br /&gt;
		if (Orion.UseType(&amp;#039;0x09B7|0x09F2|0x097B&amp;#039;, &amp;#039;0&amp;#039;, lastcontainer))&lt;br /&gt;
			Orion.Wait(100);&lt;br /&gt;
&lt;br /&gt;
		while (Orion.Count(&amp;#039;0x0E85&amp;#039;) &amp;lt; 4)&lt;br /&gt;
		{&lt;br /&gt;
			if (!Orion.MoveItemType(&amp;#039;0x0E85&amp;#039;, &amp;#039;any&amp;#039;, lastcontainer))&lt;br /&gt;
				break;&lt;br /&gt;
&lt;br /&gt;
			Orion.Wait(400);&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (useWalkingBack)&lt;br /&gt;
			WalkToWrapper(oldX, oldY, 0, true);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function PlayGuardAlarm(_private)&lt;br /&gt;
{&lt;br /&gt;
	for (var i = 0; i &amp;lt; SoundRepeatCount; i++)&lt;br /&gt;
	{&lt;br /&gt;
		Orion.PlayWav(SoundForGuard);&lt;br /&gt;
		Orion.Wait(1000);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function MiningDig()&lt;br /&gt;
{&lt;br /&gt;
	var text = &amp;#039;в свой рюкзак|in your pack|Вы расшатываете несколько камней, но не можете найти|You loosen some rocks but fail to find|Это слишком далеко|That is too far away|Цель находится вне прямой видимости|Target is not in line of sight|Здесь нет руды, которую можно было бы добывать|There is no ore here to mine&amp;#039;;&lt;br /&gt;
&lt;br /&gt;
	for (var x = -2; x &amp;lt;= 2; x++)&lt;br /&gt;
	{&lt;br /&gt;
		for (var y = -2; y &amp;lt;= 2; y++)&lt;br /&gt;
		{&lt;br /&gt;
			var tryingCount = 0;&lt;br /&gt;
&lt;br /&gt;
			while (true)&lt;br /&gt;
			{&lt;br /&gt;
				if (CaveType != 0 &amp;amp;&amp;amp; Orion.FindType(&amp;#039;0x000E&amp;#039;, &amp;#039;any&amp;#039;, ground, &amp;#039;mobile|near&amp;#039;, 10).length &amp;gt; 0)&lt;br /&gt;
				{&lt;br /&gt;
					var oldX = Player.X();&lt;br /&gt;
					var oldY = Player.Y();&lt;br /&gt;
					Orion.Exec(&amp;#039;PlayGuardAlarm&amp;#039;);&lt;br /&gt;
&lt;br /&gt;
					if (!Player.Hidden())&lt;br /&gt;
						CheckOverweight(false, true);&lt;br /&gt;
&lt;br /&gt;
					Orion.PauseScript();&lt;br /&gt;
					WalkToWrapper(oldX, oldY, 0,  (UseHidding == 0 || !Player.Hidden()));&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
				while (UseHidding &amp;amp;&amp;amp; !Player.Hidden())&lt;br /&gt;
				{&lt;br /&gt;
					Orion.WarMode(false);&lt;br /&gt;
					Orion.Wait(100);&lt;br /&gt;
					Orion.UseSkill(&amp;#039;21&amp;#039;);&lt;br /&gt;
					Orion.WaitJournal(&amp;#039;Вы хорошо спрятались|You have hidden yourself well|Кажется, ты не можешь здесь спрятаться|t seem to hide here&amp;#039;, Orion.Now(), Orion.Now() + 3000);&lt;br /&gt;
				}&lt;br /&gt;
&lt;br /&gt;
				CheckOverweight(true, false);&lt;br /&gt;
&lt;br /&gt;
				if (!Orion.ValidateTargetTileRelative(&amp;#039;mine&amp;#039;, x, y, 0))&lt;br /&gt;
					break;&lt;br /&gt;
&lt;br /&gt;
				var now = Orion.Now();&lt;br /&gt;
				Orion.WaitTargetTileRelative(&amp;#039;mine&amp;#039;, x, y, 0);&lt;br /&gt;
				UsePickaxe(0);&lt;br /&gt;
				var msg = Orion.WaitJournal(text, now, now + 5000, &amp;#039;my|sys&amp;#039;);&lt;br /&gt;
				&lt;br /&gt;
				if (msg != null)&lt;br /&gt;
				{&lt;br /&gt;
					if (msg.FindTextID() &amp;gt; 3)&lt;br /&gt;
						break;&lt;br /&gt;
&lt;br /&gt;
					tryingCount++;&lt;br /&gt;
&lt;br /&gt;
					if (tryingCount &amp;gt;= 10)&lt;br /&gt;
						break;&lt;br /&gt;
&lt;br /&gt;
					if (UseOreNameFilter &amp;amp;&amp;amp; Orion.Contains(msg.Text(), IgnoreOreNames))&lt;br /&gt;
						break;&lt;br /&gt;
				}&lt;br /&gt;
		&lt;br /&gt;
				Orion.Wait(50);&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function Mining()&lt;br /&gt;
{&lt;br /&gt;
	var spawnTimeMinutes = 90; // 60 min + error 30 min&lt;br /&gt;
	var spawnTime = spawnTimeMinutes * 60 * 1000;&lt;br /&gt;
	var maxWaitSpawnTime = 5 * 60 * 1000;&lt;br /&gt;
&lt;br /&gt;
	while (true)&lt;br /&gt;
	{&lt;br /&gt;
		var now = Orion.Now();&lt;br /&gt;
&lt;br /&gt;
		for (var c = 0; c &amp;lt; 2; c++) // Потому что на первом проходе, почему-то, бывают пропуски тайлов и недокопы&lt;br /&gt;
		{&lt;br /&gt;
			for (var i = 0; i &amp;lt; Spots.length; i++)&lt;br /&gt;
			{&lt;br /&gt;
				WalkToWrapper(Spots[i][0], Spots[i][1], 0,  (UseHidding == 0 || !Player.Hidden()));&lt;br /&gt;
				MiningDig();&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		CheckOverweight(false, true);&lt;br /&gt;
&lt;br /&gt;
		if (!CycledMining)&lt;br /&gt;
			return;&lt;br /&gt;
&lt;br /&gt;
		var delta = now + spawnTime - Orion.Now();&lt;br /&gt;
&lt;br /&gt;
		if (delta &amp;gt; 0 &amp;amp;&amp;amp; delta &amp;gt; maxWaitSpawnTime)&lt;br /&gt;
			delta = maxWaitSpawnTime;&lt;br /&gt;
&lt;br /&gt;
		if (delta &amp;gt; 0)&lt;br /&gt;
		{&lt;br /&gt;
			var secs = delta / 1000;&lt;br /&gt;
			var mins = Math.floor(secs / 60);&lt;br /&gt;
			Orion.Print(&amp;#039;Wait to respawn: &amp;#039; + mins + &amp;#039; min &amp;#039; + Math.floor(secs - (mins * 60)) + &amp;#039; sec&amp;#039;);&lt;br /&gt;
			Orion.Wait(delta);&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function UnloadIngots()&lt;br /&gt;
{&lt;br /&gt;
	var list = Orion.FindTypeEx(&amp;#039;0x1BEF|0x1BF2|0x1BE3|0x1BE9|0x1BF5|0x0F02&amp;#039;);&lt;br /&gt;
&lt;br /&gt;
	for (var i = 0; i &amp;lt; list.length; i++)&lt;br /&gt;
	{&lt;br /&gt;
		var found = Orion.FindType(list[i].Graphic(), list[i].Color(), lastcontainer);&lt;br /&gt;
&lt;br /&gt;
		if (found.length != 0)&lt;br /&gt;
			Orion.MoveItem(list[i].Serial(), 0, found[0]);&lt;br /&gt;
		else&lt;br /&gt;
			Orion.MoveItem(list[i].Serial(), 0, lastcontainer);&lt;br /&gt;
&lt;br /&gt;
		Orion.Wait(400);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function UnloadOres()&lt;br /&gt;
{&lt;br /&gt;
	var list = Orion.FindTypeEx(&amp;#039;0x19B7|0x19BA|0x19B8|0x19B9&amp;#039;);&lt;br /&gt;
&lt;br /&gt;
	for (var i = 0; i &amp;lt; list.length; i++)&lt;br /&gt;
	{&lt;br /&gt;
		var found = Orion.FindType(list[i].Graphic(), list[i].Color(), lastcontainer);&lt;br /&gt;
&lt;br /&gt;
		if (found.length != 0)&lt;br /&gt;
			Orion.MoveItem(list[i].Serial(), 0, found[0]);&lt;br /&gt;
		else&lt;br /&gt;
			Orion.MoveItem(list[i].Serial(), 0, lastcontainer);&lt;br /&gt;
&lt;br /&gt;
		Orion.Wait(400);&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
function SmeltIronOres()&lt;br /&gt;
{&lt;br /&gt;
	while (true)&lt;br /&gt;
	{&lt;br /&gt;
		var list = Orion.FindTypeEx(&amp;#039;0x19B7|0x19BA|0x19B8|0x19B9&amp;#039;, &amp;#039;0&amp;#039;);&lt;br /&gt;
&lt;br /&gt;
		for (var i = 0; i &amp;lt; list.length; i++)&lt;br /&gt;
		{&lt;br /&gt;
			if (list[i].Count() == 1)&lt;br /&gt;
			{&lt;br /&gt;
				Orion.UseObject(list[i].Serial());&lt;br /&gt;
				Orion.Wait(100);&lt;br /&gt;
			}&lt;br /&gt;
			else&lt;br /&gt;
			{&lt;br /&gt;
				Orion.MoveItem(list[i].Serial(), 1, backpack, 50, 50);&lt;br /&gt;
				Orion.Wait(400);&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
&lt;br /&gt;
		if (list.length == 0)&lt;br /&gt;
			return;&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:LegnesAssistScripts]]&lt;/div&gt;</summary>
		<author><name>Support</name></author>
	</entry>
</feed>