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Select one behavior. Every returned turn has one binary label: Present or Absent. Source: final dense boolean release.

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turns-00050.parquet:17858

8dda62d840c6293272efc395
turn 1/1o1-mini-2024-09-12YorubaRussia159 words
degenerate_repetitionAbsentFinal dense release
USER
User: Напиши конкретно таймкоды
Assistant: Произошла ошибка: HTTP code 502 from API (<html>
<head><title>502 Bad Gateway</title></head>
<body>
<center><h1>502 Bad Gateway</h1></center>
<hr><center>nginx/1.18.0 (Ubuntu)</center>
</body>
</html>
)
User: Ку
Assistant: Произошла ошибка: HTTP code 504 from API (<html>
<head><title>504 Gateway Time-out</title></head>
<body>
<center><h1>504 Gateway Time-out</h1></center>
<hr><center>nginx/1.18.0 (Ubuntu)</center>
</body>
</html>
)
User: Придумай теги к шорту
ASSISTANT
Конечно! Вот несколько примеров тегов для YouTube Shorts. Вы можете выбрать подходящие или адаптировать их в зависимости от содержания вашего видео:

1. **#Shorts**
2. **#Влог**
3. **#Развлечения**
4. **#Комедия**
5. **#Музыка**
6. **#Танцы**
7. **#Тренды**
8. **#Образование**
9. **#ЖизненныеХаки**
10. **#Путешествия**
11. **#Еда**
12. **#Спорт**
13. **#Мода**
14. **#Красота**
15. **#DIY** (Сделай сам)
16. **#Технологии**
17. **#Игры**
18. **#Мотивация**
19. **#Юмор**
20. **#Советы**

Если ваше видео посвящено конкретной теме, добавьте более специфичные теги, например:

- **#РецептПиццы** для кулинарного видео
- **#ФитнесСоветы** для спортивных роликов
- **#УрокАнглийского** для образовательного контента

Помните, что теги должны точно отражать содержание видео, чтобы привлечь целевую аудиторию и улучшить видимость вашего шорта.

turns-00050.parquet:17859

88dd7002081952bce8b54f07
turn 1/1gpt-4o-2024-08-06RussianUnited States996 words
degenerate_repetitionAbsentFinal dense release
USER
Суммаризируй мне эту новость и напиши ее в формате для телеграм на русском языке не длиннее 900 символов. Пиши в стиле Эрнеста Хемингуэя, используй emoji. Вот новость: [

Обращение в риелторское агентство или к частному специалисту подразумевает помощь в сделках с недвижимостью. Агент подберёт оптимальные варианты жилья, составит договор купли-продажи и выступит посредником между покупателем и продавцом. Взаимодействие с риелтором регулирует договор, обычно на оказание услуг. Однако на практике это не всегда выгодно — поиск объекта может затянуться, возникли непредвиденные обстоятельства или повысилась сумма комиссионных.В статье расскажем, можно ли расторгнуть договор с риелтором, как правильно это сделать и какие могут быть последствия.Можно ли разорвать договор с риелторомВ большинстве случаев с риелторами заключают договор на оказание услуг вне зависимости от формата сделки (покупка, продажа или аренда). Это довольно простая форма соглашения, которая регулируется законом о «О защите прав потребителей» и ГК РФ.В договоре должны быть прописаны условия взаимодействия между сторонами. Например, специалист подбирает квартиру по заданным критериям, готовит документы для сделки, за что получает определённый процент от стоимости объекта. Помимо этого, в соглашении могут быть зафиксированы и сопутствующие расходы, например, оплата транспорта, рекламы или связи.Если риелтор не соблюдает договорённости, прописанные в договоре, клиент имеет полное право расторгнуть соглашение в одностороннем порядке и даже требовать выплаты неустойки. При этом особенности расторжения должны быть прописаны в самом договоре.Возможна и обратная ситуация. Если специалист проделал работу качественно и в срок, отказаться от услуги риелтора будет сложнее. В таком случае придётся заплатить неустойку.Эксклюзивный договорВ некоторых случаях с риелторами может быть заключён эксклюзивный договор на продажу. Технически это такое же соглашение об оказании услуг, но с ограничением — преимущественное право на продажу объекта переходят к риелтору. Расторжение эксклюзивного договора также возможно в одностороннем порядке или по соглашению сторон.Причины для расторжения договораСтороны могут расторгнуть соглашение на любом этапе взаимодействия по обоюдному согласию. Расторгнуть договор с риелтором в одностороннем порядке сложнее, так как это может грозить штрафными санкциями, если они были предусмотрены. Уведомлять о расторжении договора можно и без причины, но в случае судебного разбирательства она может играть важную роль. Когда можно отказаться от услуг без последствий:- если риелтор нарушил пункты договора или законодательства, например совершал мошеннические действия;- поиск недвижимости затягивается, нарушены сроки по договору;- исполнитель периодически не выходит на связь, не отвечает на звонки и игнорирует сообщения;- возникли жизненные обстоятельства из-за которых продажа или покупка жилья откладывается (например, болезнь, появление наследников, смерть близких).Также в любой момент можно отказаться от услуг риелтора и уведомить о расторжении договора, если клиент сам нашёл подходящий вариант или выбрал другого специалиста.Желательно, чтобы причины, по которым можно расторгнуть договор были прописаны в самом соглашении. Вместе с ними обычно фиксируют и санкции в случае одностороннего прекращения отношений.Расходы за расторжение договора с риелтором на продажу квартирыТребование оплатить неустойку зависит от двух факторов: на каком этапе было разорвано соглашение и прописаны ли в договоре штрафные санкции.Если отказаться от услуг специалиста практически сразу после заключения соглашения, то в большинстве случаев не придётся ничего платить — риелтор мог ещё даже не приступить к работе.Когда покупка, продажа или аренда уже подходят к стадии сделки и была проделана работа, риелтор вполне может требовать оплату за оказанные услуги. Это поможет покрыть расходы и потраченное время. Однако это должно быть прописано в самом договоре.Важно внимательно читать соглашение перед тем, как подписывать его. Многие агентства недвижимости выделяют не общую стоимость услуг, например в виде процента, а поэтапно или периодами: за неделю, месяц, квартал, год. В таком случае расторжение на этапе подготовки объявления обойдётся дешевле, чем перед сделкой.Алгоритм, как расторгнуть договор с агентством недвижимостиВ первую очередь, стоит решить вопрос мирным путём — судебное разбирательство может затянуться на месяцы и повлечёт за собой дополнительные расходы на пошлину, услуги юриста. Для этого нужно уведомить вторую сторону о желании прекратить отношения.Порядок действий должен быть таким. 1. Внимательно перечитать договор, особенно пункты, которые касаются расторжения, срока уведомления и возможных штрафов.2. Подготовить уведомление о расторжении договора. Документ можно составить самостоятельно или воспользоваться образцом.3. Отправить уведомление риелтору лично или по почте заказным письмом с уведомлением о получении.4. Встретиться с риелтором, чтобы обсудить детали и заключить соглашение о расторжении. Этот документ подписывают обе стороны.В уведомлении важно обосновать причину расторжения, это поможет доказать свою позицию, если исполнитель решит подать в суд. Вопросы, касающиеся неустойки, индивидуальны и зависят от многих факторов.Любые спорные ситуации рекомендуется решать в суде. Обращаться можно в мировой суд по месту прописки или временной регистрации.Как расторгнуть эксклюзивный договор с риелторомЕсли риелтору или агентству недвижимости переходит право на продажу недвижимости, расторгнуть соглашение без неустойки возможно. Перед тем, как выслать уведомление о расторжении, важно перечитать основной договор. Если закончился его срок действий или исполнитель нарушил любые пункты, вправе отказаться от его услуг в одностороннем порядке. Алгоритм действия аналогичный, как и с типовыми договорами.Если риелтор настаивает на оплате неустойки и при этом штрафные санкции не прописаны в основном договоре, стоит обратиться в мировой суд. Однако если порядок начисления и оплаты неустойки зафиксированы в договоре, её придётся выплатить. Оспорить этот вопрос можно также в суде.Коротко о главномОтношения между риелтором или агентством недвижимости и клиентом регулируются договором на оказание услуг. Стороны могут расторгнуть его по обоюдному согласию или в одностороннем порядке. При втором варианте должны быть веские причины, обычно это невыполнение обязательств, нарушение сроков и договорённостей.Факт окончания отношений между риелтором и заказчиком подтверждает соглашение о расторжении. Спорные ситуации, особенно в отношении неустойки, рекомендуется решать в суде.
]
ASSISTANT
🏡 Обращаясь к риелторам, мы рассчитываем на профессиональную помощь в сделках с недвижимостью. Но как быть, если договорные отношения становятся обузой? 🤔

📜 Действующее законодательство даёт возможность расторгать договор с риелтором, если условия не выполняются. Клиент может прекратить сотрудничество в одностороннем порядке, если, например, поиск жилья затянулся или агент нарушает устные соглашения.

🚪 Расторгнуть договор можно, если риелтор не выходит на связь или не соблюдает сроки. Также это возможно при возникновении жизненных обстоятельств: болезни или смерти близких. 

👥 При эксклюзивных договорах, которые дают риелтору право на продажу, правила идентичны. Если работа выполнена качественно и в срок, отказаться сложнее — придётся платить неустойку. Все решения лучше фиксировать в договоре, а спорные вопросы решать в суде ⚖️.

🤝 Взаимное согласие — оптимальный способ разрыва отношений. Если договор не предполагает штрафов, расторжение проходит легче для обеих сторон.

turns-00050.parquet:17860

1710ed95a7318f6c4555c359
turn 1/1gpt-4o-2024-08-06EnglishUkraine4727 words
degenerate_repetitionAbsentFinal dense release
USER
The file module_mission_templates.py contains the Mission Templates. Mission templates are sets of scripts that govern different events known as missions, in simple terms. They can range from simple quests to complex battles with reinforcements.[1] If you need to test outcomes of combat, this is the file you will need to work in.

Anytime you have a confrontation battle, these code blocks are checked. You can also set up what macro keys (such as TAB) will do during the battle. Before the meat of the mission templates, a bunch of local constants are set. The first two are designed as item overrides. We will see more on this later, but if you are picking up the workings of the Module System, you should understand what they do. Next you will see some other longer tuple constants, such as common_battle_mission_start. You should recognize the format of these constants. They look just like tuples from module_triggers.py. This is because they are triggers. As you can see in the header of module_mission_templates.py, the sixth part of these tuples are triggers. By defining some common triggers at the top as constants, you will not have to type these triggers for each tuple that will need them.

At about line 1275, you will see the start of the mission templates, mission_templates = [. Let's look at the breakdown of the first mission template tuple "town_default" as defined in this file's header:

1. Mission template ID (prefixed with mt_) = "town_default"
2. Flags (as defined in header_mission_template.py) = 0
3. Mission Type interger. Should be 'charge' or 'charge_with_ally' otherwise must be -1 = -1
4. Mission description text = "Default town visit"
5. List of spawn records (list). Breakdown of the list (entry-no spawn point, spawn flags, alter/equipment override flags, AI flags, number of troops to spawn, list of equipment to add to troops spawned here with a maximum of eight items) =
 [
 (0,mtef_scene_source|mtef_team_0,af_override_horse,0,1,pilgrim_disguise),
...
 (7,mtef_scene_source|mtef_team_0,af_override_horse,0,1,[]),
 (8,mtef_scene_source,af_override_horse,0,1,[]),
...
 (12,mtef_scene_source,af_override_horse,0,1,[]),
 (13,mtef_scene_source,0,0,1,[]),
 (14,mtef_scene_source,0,0,1,[]),
 (15,mtef_scene_source,0,0,1,[]),
 (16,mtef_visitor_source,af_override_horse,0,1,[]),
...
 (31,mtef_visitor_source,af_override_horse,0,1,[]),
 ],
6. List of triggers (see module_triggers.py for format on triggers) =
 [
 (1, 0, ti_once, [], [
   (store_current_scene, ":cur_scene"),
   (scene_set_slot, ":cur_scene", slot_scene_visited, 1),
   (try_begin),
       (eq, "$sneaked_into_town", 1),
       (call_script, "script_music_set_situation_with_culture", mtf_sit_town_infiltrate),
   (else_try),
       (eq, "$talk_context", tc_tavern_talk),
       (call_script, "script_music_set_situation_with_culture", mtf_sit_tavern),
   (else_try),
       (call_script, "script_music_set_situation_with_culture", mtf_sit_travel),
   (try_end),
 ]),
 (ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),
 (ti_inventory_key_pressed, 0, 0, [(set_trigger_result,1)], []),
 (ti_tab_pressed, 0, 0, [(set_trigger_result,1)], []),
 ],
),
Mission Template Flags
The following mission template flags are available for usage:

mtf_arena_fight	triggers the identification of enemies through team_no.
mtf_battle_mode	prevents that the player has inventory access (via the game key for the Inventory Window).
mtf_commit_casualties	Up4research
mtf_no_blood	disables blood in the mission.
mtf_synch_inventory	triggers a backup of player inventory at the mission start and restores it at the mission end.
mtf_team_fight	equivalent to mtf_arena_fight.

Mission Types
Native lists the following mission types as available for usage:
cancel_attack, cancel_reinforce, charge, charge_with_ally, intend_battle, leave_during_battle, leave_wo_battle, speak, stay_back, stay_back_with_ally, surrender.

However, they are all deprecated, including charge and charge_with_ally. The game engine will ignore any value at this field.

Spawn Records
  [ ( 1 ,mtef_ defenders ,0, group(1)|aif_start_alarmed ,8,[]),
      ^ Entry number
    ( 0 , mtef_defenders ,0, group(1)|aif_start_alarmed ,0,[]),
                ^ Who spawns here
    ( 4 , mtef_attackers ,0, aif_start_alarmed ,8,[]),
                                  ^ How do they behave
    ( 4 , mtef_attackers ,0, aif_start_alarmed ,0,[]),
                                                ^ How many spawn
  ],
Need to explain it better Work in notes of Mirathei, Modding Q&A. Also note of Khamu about mission template entry and spawn record, Mount & Blade Modding Discord. The single parts will get explained in more details at the upfollowing sections.

entry point vs spawn record, kalarhan, Modding Q&A

Spawn/Entry Flags
After the spawn entry points, you need to set the spawn/entry flags. The first flag sets the confrontation style, also called 'filter flags' in header_mission_templates. This can be for example mtef_attackers or mtef_defenders, the flags for field encounters. Attackers would be the party initiating the encounter, the defender would be the other party. Multiple flags are divided by a |. All available flags are given in the list below:

mtef_ally_party	not used in Native, Up4research.
mtef_archers_first	gives archers troops of the party priority at spawning as first ones at this entry point(?).
mtef_attackers	sets the spawned troop to be part of the party which initiated the encounter(?).
mtef_cavalry_first	gives cavalry troops of the party priority at spawning as first ones at this entry point(?).
mtef_conversation_source	not used in Native, Up4research.
mtef_defenders	sets the spawned troop to be part of the party which got encountered(?).
mtef_enemy_party	not used in Native, Up4research.
mtef_infantry_first	gives infantry troops of the party priority at spawning as first ones at this entry point(?).
mtef_leader_only	bundels mtef_no_companions and mtef_no_regulars so that only the leader of a party spawns at this entry point(?).
mtef_no_auto_reset	if you want to move entry points you have to mark them as mtef_no_auto_reset. Otherwise they will "auto reset" every ten frames.[2]
mtef_no_companions	prevents companions of parties to spawn at this entry point(?).
mtef_no_leader	prevents leaders of parties to spawn at this entry point(?).
mtef_no_regulars	prevents regulars of parties to spawn at this entry point(?).
mtef_regulars_only	bundels mtef_no_leader and mtef_no_companions so that only regulars of a party spawn at this entry point(?).
mtef_reverse_order	spawns troops in reverse order regarding to their sorting at the party(?).
mtef_scene_source	is used for troops that have a site/entry point defined statically (see tuple field 5 at module_troops.py). It spawns them on the first frame of the mission only if the entry point defined in the tuple has the flag.[3]
mtef_team_X	sets that the spawned troop would be part of team X, with X being within the range of 0 to 5.
mtef_team_member_2	not used in Native, Up4research.
mtef_use_exact_number	lets the exact number of troops spawn here which are declared at a later part of the spawn record.
mtef_visitor_source	is used for adding visitors to the site on the fly. It enables the usage of the operation add_visitors_to_current_scene at this entry point.[3]

Alter Flags
We now look at the alter flags. These are set to override certain items that may not be allowed in this mission. If it would be more sporting to fight on foot at your planned mission, you will want to override horses. All available flags are given in the list below:

af_override_weapons	overrides all weapons.
af_override_weapon_0	overrides the weapon in equipment slot 0.
af_override_weapon_1	overrides the weapon in equipment slot 1.
af_override_weapon_2	overrides the weapon in equipment slot 2.
af_override_weapon_3	overrides the weapon in equipment slot 3.
af_override_head	overrides the helmet in equipment slot 4.
af_override_fullhelm	overrides the helmet in equipment slot 4 if the item entry of the helmet has the flag itp_covers_head.[4]
af_override_body	overrides the armour in equipment slot 5.
af_override_foot	overrides the footwear in equipment slot 6.
af_override_gloves	overrides the gloves in equipment slot 7.
af_override_horse	overrides the horse in equipment slot 8.
af_override_everything	bundles some alter flags such way that everything gets overriden.
af_override_all	bundles some alter flags such way that everything except the footwear gets overriden.[5]
af_override_all_but_horse	bundles some alter flags such way that everything except the footwear and the the horse gets overriden.[5]
af_require_civilian	lets the hero-troop only wear items with the flag itp_civilian.

AI flag
The next flag is the AI flag. A look into module_mission_templates.py shows you that in the most cases it is set to aif_start_alarmed which makes the AI ready to fight. Otherwise it is set to 0. After this you set the number of troops to spawn.

Equipment after Override
The last part of the list (inside the []) is for equipment to add to the troops spawned here, to a maximum of 8 items. If you override all other equipment the troop will pick from what is listed here. If you want the troop spawning here to have a choice between a wooden staff or a wooden sword for example, override all equipment and add the aforementioned items, to be randomly chosen.

Check for missing informations.

Mission Template Triggers [6]
simple triggers, triggers and mission templates explained, taking over the other passages to the other sections, Lumos, Modding Q&A.

A trigger in mission templates (and in module_triggers.py for that matter) takes the following form:

First Part: how often the trigger is checked, either in seconds[7] or as a hard-coded event such as ti_on_agent_hit.
Second Part: the delay, in seconds[7], between reading the conditions block and executing the consequences block. This does not work if you are using a 'word'/hard-coded event interval, such as ti_on_agent_hit
Third Part: the re-arm delay, in seconds[7], between when the consequences block was finished and when the trigger can be checked again. A special re-arm delay ti_once is used for triggers that should only complete themselves (have their condition pass and then execute their consequence) once and then never fire again. Neither ti_before_mission_start nor ti_after_mission start need ti_once in their re-arm delay as they will only ever fire one time.
Fourth Part: the conditions block, always executed when the trigger is called.
Fifth Part: the consequences block, only executed if the conditions block does not fail, and after the delay interval has passed.
In practice, it looks like this:

  (10, 2, 60,
    [
     (eq, 1, 1),
    ],
    [
     (val_add, "$global_variable", 10),
    ]),
In this instance, the check interval is every 10 seconds, so the trigger will be checked every 10 seconds. The delay interval is 2 seconds, so if the conditions block is true, the consequences block will fire 2 seconds later. The re-arm interval is 60 seconds, so after the conditions block is found to be true, it will be one minute until this trigger can be checked again.

The conditions block is a simple equality test, 1==1, that will always pass, so the consequences block will always fire 2 seconds after the trigger is checked. The consequences block then takes a global variable and increments it by 10.

Timed Triggers
Understanding the check interval/delay/re-arm intervals of timed triggers can be tricky, so here is an illustration:

(2, 1, 3, [<a condition that sometimes fails, sometimes passes>],
  [
   #some consequences
  ]),
This trigger, like all timed triggers with a check interval >0, will start to be checked around the first 1 second of the mission:

Second	Event
1	Trigger checked; condition fails--apply check interval (+2 seconds)
3	Trigger checked; condition fails--apply check interval (+2 seconds)
5	Trigger checked; condition passes--apply consequence delay (+1 second)
6	Consequence fires and completes--apply check interval (+2 seconds); apply re-arm delay (+3 seconds)
11	Trigger checked; condition fails--apply check interval (+2 seconds)
13	Trigger checked; condition passes--apply consequence delay (+1 second)
14	Consequence fires and completes--apply check interval (+2 seconds); apply re-arm delay (+3 seconds)
19	Trigger checked....

So, although we have specified a check interval of 2 seconds, we see that the trigger is not checked only on even seconds; instead it is checked in seconds 1, 3, 5, 11, 13, 19.

If one wants a completely "scheduled" trigger, both consequence and re-arm delays cannot be used.

Two Triggers of Same Type/Interval
When there are two triggers that have the same check interval (be that in seconds, or on an event ti_*) the order they appear in the mission template matters. The trigger that appears first in the template will fire first, followed by the next trigger of the same interval, and so on. That means if you have two triggers that fire at ti_on_agent_spawn, the one that appears in the file first will execute before the second one.

Triggers Near Beginning of Mission
Logically, the trigger ti_before_mission_start takes place before the scene is set up and before agents are spawned into the scene.[8] Next, spawning takes place before any other triggers fire - ti_on_agent_spawn triggers are the only triggers firing at this point. Next, ti_after_mission_start triggers fire, as well as any triggers with a check interval of 0 (every frame) as the mission timer starts. Event-based triggers will not be called until their ti_* event occurs; other timed triggers begin being called somewhere in the first second of the mission, though after ti_after_mission_start triggers and every frame (check interval 0) triggers.

If you have triggers that do not need to fire that close to mission start, adding something like

(store_mission_timer_a, reg0),(gt, reg0, <second-to-start-checking>),
to the conditions block will help ease the CPU load at mission start.

To summarize, at the start of a mission we have:

ti_before_mission_start
Spawning-- (ti_on_agent_spawn)
Time Begins--
ti_after_mission_start & triggers with check intervals of "0" (which fire at a mission time of approximately 0.2 seconds)
Timed Triggers (still within the first 1 second of the mission)
Event-based triggers
Create list of event-based mission template triggers

Semi-randomness of Triggers
Some stuff about semi-randomness, MadocComadrin and Caba`drin, Modding Q&A

Other Notes
ti on item wielded is mp only, Somebody, Modding Q&A. I saw it in singleplayer mission templates too though, not sure if working at both now or not.

The problem is, for throwing weapons and with the ti_on_agent_hit trigger, the weapon can will fly through people and hit multiple people, SonKidd, Modding Q&A. As always, one modder's bug can be another modder's feature.

equivalent triggers, Caba`drin, Modding Q&A

rearms and delays at named triggers, cmpxchg8b, Modding Q&A; no delay and no rearm for specific triggers, Somebody, Modding Q&A, and kalarhan, Modding Q&A; timed triggers and event triggers (named triggers), Vornne, Modding Q&A.

trigger check interval, kalarhan, Modding Q&A.

Jumping from Mission Template to Mission Template [9]
There might come up a situation at your modding project at which you would like to switch from a scene to another scene without any menu between. This could be because of the plot or story driven basics of your mod or because you want to design a special scenario appears in the player's campaign. Now you cannot make a simply jump at the end of the mission template since after the mission terminates, the game will send the players to the game menu that was first loaded when they encountered the map party. For example if it was a town, they get booted back to the town menu. At that point you could cause a new scene to be loaded.

The solution here is however to basically just move the 'jump_mission'-operations to the conditions block. Then the players can jump straight from one mission to another. For this, change your triggers to look similar to the following example:

  (1, 60, ti_once,
  [
    (store_mission_timer_a,reg(1)),
    (ge,reg(1),10),
    (all_enemies_defeated,2),
    (neg|main_hero_fallen),
    (set_mission_result,1),
    (assign,"$battle_won",1),
    (set_jump_mission,"mt_force_conversation"),
    (assign,"$other_char","$other_char_win"),
    (jump_to_scene,"$other_scene_win"),
    (change_screen_mission),
  ],[]),

  (1, 4, ti_once,
  [
    (main_hero_fallen),
    (set_jump_mission,"mt_force_conversation"),
    (assign,"$other_char","$other_char_lose"),
    (jump_to_scene,"$other_scene_lose"),
    (assign,"$player_lost",1),
    (change_screen_mission),
  ],[]),
Battle Size
Work in the informations of the threads of kalarhan, Modding Q&A and Modding Q&A. See also the issue note at the header operations GitLab for the explanations of Vetrogor.

Weather
Some weather info bits, Caba`drin, Modding Q&A

random rain at scene, Roemerboy, Modding Q&A

It can't rain and snow at the same time, Somebody, Modding Q&A

multiplayer weather, Somebody, Modding Q&A

crossbows shoot bad at fog via engine? Somebody, Modding Q&A and Modding Q&A

basic principles of using weather in a scene, Abhuva, Nordous' Sceners Guild

yellow fog instead of black, Somebody, Modding Q&A

low fog value probably due to yellow fog problem? Marko, Modding Q&A

weather stuff, Sim00n (credit), Modding Q&A

change skybox for scene (not sure atm if weather or mission template), kalarhan, Modding Q&A

paint skybox, kalarhan, Modding Q&A

mp weather stuff, Namakan (credit), Modding Q&A, and _Sebastian_, Modding Q&A

weather in edit mode just for preview, _Sebastian_, Modding Q&A

setting weather, _Sebastian_, Modding Q&A

remove fog from scene, Dj_FRedy, Modding Q&A

Problems with fog, Modding Q&A and Modding Q&A

global cloud amount sets fog too, Khamukkamu, Modding Q&A

skyboxes daytime, Ruthven, Modding Q&A

Darker nights, Pitch, Modding Q&A

Global cloud amount, cmpxchg8b, Modding Q&A

Weapon and Damage Systems
Hit Detection
The game engine checks the collision between one of target's hitboxes with the attacker's right item bone. For latter it uses a capsule attached to the right item bone. The game engine references not the right item bone by name but by a hard-coded index, it's the 19th bone.[10]

Melee Weapon Bounce
When striking an enemy the player might experience that the melee weapon bounces and the thrust gets repulsed. There are multiple factors which can influence this, so the following might be an incomplete list:[11]

The "business end" of a weapon is either a line or a long capsule running down the weapon's length, which deals damage if it collides with an agent hitbox.
Weapons bounce if
the velocity of collision is too low,
the weapon's "business end" hits the hitbox at an odd angle relative to the attacker, like spinstabbing,
the weapon doesn't do enough damage or
the "shaft" hits the hitbox (how the game determines shafts is unknown)
Weapons also bounce depending on weapon type and length. There seems to be a lot more lenience to short weapons regarding the "shaft" but at the same time polearms seem to get less lenience than weapons of the same length defined as swords. This is just an observance though, it is untested.
All this is based on the animations. This allows custom attack animations to affect the combat model.
Kicking
A kick is an area-of-effect (AOE) attack for which the game engine checks for the agent in front of the kicker.[12] You cannot change the range of a kick, it is hard-coded into the game.[13] The game supports up to three kick variations:[14]

When the player clicks the E-button while blocking, it will start from the animation "prepare_kick_0", otherwise :
When the player clicks the E-button while moving forward, it will start from the animation "prepare_kick_1", otherwise :
It will start from the animation "prepare_kick_2"
With help of scripts and triggers it should be possible to rework "prepare_kick_0" as shieldbash or left punch (use the same animation, then use on hit event and check for the left hand item to differentiate between them). "prepare_kick_1" and "prepare_kick_2" can then still be used as normal kicks with different animations.

Damage Formulas
Game engine formula for damage calculation:[15]

if hold_time >= 1.1
    hold_bonus = 1.2
elif hold_time >= 0.6:
    hold_bonus = (1.1 - hold_time) * 0.6 + 1.2
elif hold_time >= 0.5:
    hold_bonus = 1.5
else:
    hold_bonus = hold_time + 1.0

raw_damage = weapon_damage * (clamp(hold_bonus, 1.0, 2.0) * 0.5 + 0.5)

if weapon_type == 'one_handed' or weapon_type == 'two_handed' or weapon_type == 'polearm':
    raw_damage *= math.pow(melee_damage_speed_power, speed_bonus)
elif weapon_type == 'crossbow' or weapon_type == 'bow' or weapon_type == 'throwing':
    raw_damage *= math.pow(missile_damage_speed_power, speed_bonus)

if weapon_type == 'crossbow':
    if raining:
        raw_damage *= 0.75
else:
    raw_damage *= proficiency * 0.01 * 0.15 + 0.85

if weapon_type == 'bow':
    raw_damage *= min(power_draw, difficulty + 4) * 0.14 + 1

    if mounted:
        raw_damage *= horse_archery * 0.019 + 0.8

    if raining:
        raw_damage *= 0.9
elif weapon_type == 'throwing':
    raw_damage *= power_throw * 0.1 + 1.0

    if mounted:
        raw_damage *= horse_archery * 0.019 + 0.8
elif weapon_type == 'one_handed' or weapon_type == 'two_handed' or weapon_type == 'polearm':
    raw_damage *= power_strike * 0.08 + 1.0

    raw_damage += strength / 5.0

    if (weapon_type == 'two_handed' or weapon_type == 'polearm') and (has_shield or mounted):
        raw_damage *= 0.85

        if weapon_type == 'polearm':
            raw_damage *= 0.85

        if weapon_flags & itp_two_handed:
            raw_damage *= 0.9

raw_damage = clamp(raw_damage, 0, 500)
While you can assign a maximum damage value of 255 to any item stat within module_items.py, the last line of the damage formula indicates that the normal damage cap is at 500. This is due to the various other conditions which influence the damage in a positive (or negative) way, as given by the damage formula above. Examples for this are skills, proficiencies or the speed of the weapon at a specific moment. However, the normal damage cap of 500 can be bypassed by using the trigger ti_on_agent_hit and setting the prefered damage value within it via set_trigger_result.

Game engine formula for dealing out damage:[15]

armor = appropriate_armor_value_for_hit_location

if hit_shield_on_back:
armor += shield_resistance + 10

soak_factor = armor * module.ini_soak_factor_for_damage_type
reduction_factor = armor * module.ini_reduction_factor_for_damage_type

if item_flags & itp_extra_penetration:
soak_factor *= module.ini_extra_penetration_soak_factor
reduction_factor *= module.ini_extra_penetration_reduction_factor

randomized_soak = (random.random() * 0.55 + 0.45) * soak_factor
randomized_damage = (random.random() * 0.1 + 0.9) * raw_damage
soaked_damage = randomized_damage - randomized_soak

if (soaked_damage < 0.0):
soaked_damage = 0.0

randomized_reduction = math.exp((random.random() * 0.55 + 0.45) * reduction_factor * 0.014)
reduced_damage = (1.0 - 1.0 / randomized_reduction) * soaked_damage

if (reduction_factor < 0.00001):
reduced_damage = 0.0

damage_difference = round(reduced_damage + randomized_soak)
effective_damage = randomized_damage - damage_difference

if hit_bone == head:
effective_damage *= 1.2

if item_is_ranged:
effective_damage *= 1.75
elif hit_bone == calf or hit_bone == thigh:
effective_damage *= 0.9

effective_damage = clamp(effective_damage, 0.0, 500.0)
Chance for Crippling or Killing Horses
When horses "die" in-battle while being ridden by the player there is a random chance for it to be crippled or killed after the battle. You cannot increase or decrease the chance for that, it is hard-coded into the game engine. You can still write a script that does a similar thing by checking and replacing the horse's item modifiers after a mission and create thus a workaround for it.[16]

Weapon Speed Formula
Game engine formula for the weapon speed:[17]

float mbAgent::getActionSpeed(int hand, bool reloading)
{
    mbItem item;
    item.m_itemKindNo = -1;

    if (reloading)
    {
        const mbItem *temp = getItem(hand);
        if (temp)
            item = *temp;
    }
    else
    {
        item = getWieldedItem(hand);
    }

    if (!item.isValid())
        return 1.0f;

    mbItemKind *itemKind = item.getItemKind();
    int type = itemKind->getType();
    mbItem secondaryItem = getWieldedItem(ah_secondary);
    float speed = itemKind->getSpeedRating() * 0.01f;

    if (itemKind->isWeapon())
    {
        float weaponFactor = type == itp_type_bow ? 0.11f : 0.07f;

        speed *= 0.01f * (int)getTroop()->getProficiency(itemKind->getProficiency(secondaryItem.isValid())) * weaponFactor + 1.0f - weaponFactor;
    }

    if (type == itp_type_two_handed || type == itp_type_polearm)
    {
        if (secondaryItem.isValid() || hasMount())
        {
            speed -= 0.15f;

            if (itemKind->m_properties & itp_two_handed)
                speed -= 0.05f;
        }
    }
    else if (type == itp_type_shield)
    {
        speed *= g_game->getTroopSkill(m_troopNo, skl_shield, true) * 0.03f + 1.0f;
    }

    if (g_basicGame.isMultiplayer())
        speed *= 0.03f * g_networkManager.m_combatSpeed + 0.94f;
    else if (itemKind->isMeleeWeapon() && (m_no != g_mission->m_playerAgentNo || rglConfig::Battle::iCombatSpeed > 2))
        speed *= 0.03f * rglConfig::Battle::iCombatSpeed + 0.94f;

    return speed;
}
Shot Speed/Missile Starting Velocity Formula
The game engine formula for the shot speed is as follows:[18]

ingame_velocity_in_m_per_s = item_kinds_shoot_speed * sqrt((PD * 0.12) + 1.0) * 1.2
{PD capped at bow diff+4}
All missile speeds are (for unknown reasons) getting multipiled by 1.2, it does not matter which weapon type, except for missiles which are shot with the operation add_missile. Bow- and throwing shot speeds are also modified by power draw or power throw.[19]

The engine applies quadratic drag to missiles and the drag factors are defined in module.ini:[20]

air_friction_arrow = 0.002
air_friction_bullet = 0.002
Missile Speed Formula
Game engine formula for the missile speed:[21]

float mbAgent::getMissileSpeed()
{
    float missileSpeed = 10.0f;
    float speedFactor = 1.0f;
    mbItem item = getWieldedItem(ah_primary);

    if (item.isValid())
    {
        mbItemKind *itemKind = item.getItemKind();

        missileSpeed = (float)itemKind->getMissileSpeed();

        if (itemKind->getType() == itp_type_bow)
        {
            speedFactor = rglMin(g_game->getTroopSkill(m_troopNo, skl_power_draw, true), item.getDifficulty() + 4) * 0.12f + 1.0f;

            if (m_horseAgentNo != -1)
                speedFactor *= g_game->getTroopSkill(m_troopNo, skl_horse_archery, true) * 0.019f + 0.8f;

            if (g_mission->m_weather.m_precipitationType == wpr_rain)
                speedFactor *= 0.9f;
        }
        else if (itemKind->getType() == itp_type_crossbow)
        {
            if (g_mission->m_weather.m_precipitationType == wpr_rain)
                speedFactor *= 0.75f;
        }
        else if (itemKind->getType() == itp_type_thrown)
        {
            speedFactor = g_game->getTroopSkill(m_troopNo, skl_power_throw, true) * 0.1f + 1.0f;

            if (m_horseAgentNo != -1)
                speedFactor *= g_game->getTroopSkill(m_troopNo, skl_horse_archery, true) * 0.019f + 0.8f;
        }
    }

    return rglSqrt(speedFactor) * missileSpeed * 1.2f;
}
Maximum Speed and Acceleration Formulas
Game engine formulas for the maximum speed and acceleration:[22]

maxSpeed *=1 ((agility * 0.7f + athletics * 3.0f + 25.0f) * 70.0f / (equippedItemsWeight + wieldedItemWeight * wieldedItemLength * 2.5 + 70.0f) + 90.0f) / 100.0f
maxAcceleration = ((athletics / 6.0f + (agility + 2.0f) / 15.0f) * 40.0f / (equippedItemsWeight + 40.0f) + 1.0f) * 70.0f / (equippedItemsWeight + 70.0f) * 5.0f
Weapon Switch System
You might want to change the way a character switches from a weapon to another, for example such way that the first equipped weapon should be put away automatically with an animation and the character draws afterwards the other weapon. The behaviour in Warband is however hard-coded. The only way might be to put something together by playing animations in the ti_on_item_wielded and ti_on_item_unwielded triggers.[23]

Ammo Drop and Pick Up
When you drop a bow, crossbow or firearm, you also drop the ammunition. This is a hard-coded behaviour of the game engine. However, you can give the agent a new bag of ammunition when the item is dropped via the usage of triggers. An appearing problem might then be that the player can just pick up the old ammo again unless you give it a flag.[24]

Other Notes
Maximum number of entry points per scene is 128, ranging from 0 to 127. You can however use some unique scene props that could act as some sort of makeshift entry points. Lumos, Warband Script Enhancer v3.2.0, and cmpxchg8b, Modding Q&A, Modding Q&A, Modding Q&A and additional remark at Modding Q&A.

Formula used to calculate the number of agents a player gets at a battle's start. Caba`drin, Modding Q&A.

ti_on_agent_dismount, Caba`drin and dunde, Modding Q&A. ti_on_agent_dismount fires when horse dies, Caba`drin and Mammoet, Modding Q&A, so at both, Caba`drin, Modding Q&A

add_visitors_to_current_scene and entry_point_set_position, Vornne and dunde, Modding Q&A

Teams in Singleplayer, Caba`drin, Modding Q&A

Condition block check timing, GetAssista, Modding Q&A

mf_battle_mode, cmpxchg8b, Modding Q&A

ti_on_leave_area and ti_on_player_exit, Caba`drin and Somebody, Modding Q&A

Delay doesn't work for named triggers but rearm works fine, cmpxchg8b, Modding Q&A and Modding Q&A

Teams count SP and MP, Somebody, Modding Q&A. InVain also made some little test there, need to fetch note for that.

ti_on_agent_killed_or_wounded, Caba`drin, Modding Q&A

Bundle triggers (read comments along the whole page), Caba`drin, Modding Q&A

Teams in SP, Caba`drin, Modding Q&A

Adding list of triggers, Caba`drin, Modding Q&A

Adding triggers to Mission template always at top, _Sebastian_, Modding Q&A

maximum number teams in mission, dunde and Caba`drin, Modding Q&A

ti_on_item_dropped only mp, dunde, Modding Q&A

entry point limit, Lumos, Modding Q&Q

Some stuff explained already, check if all infos present, Somebody, Modding Q&A

ŝtrange ai behaviour, multiple discussions, Modding Q&A

no consequences after trigger, Swyter, Modding Q&A

open questions about spawning agent, Lav, Modding Q&A

entry points and entry number, Waldzios (credit), Modding Q&A

mt flags override player inventory, Lav, Modding Q&A

mp end map, Ikaguia, Modding Q&A

how much time is it (add also to module triggers if not already), The_dragon, Modding Q&A

listing triggers, Somebody, Modding Q&A

bundle triggers, kalarhan, Modding Q&A

some mission template stuff, kalarhan, Modding Q&A

no delays for engine events, _Sebastian_, Modding Q&A

hard-coded mission templates, kalarhan, Modding Q&A

list of triggers, kalarhan, Modding Q&A

entry points at mission templates, Khamukkamu and kalarhan, Modding Q&A

additional teams remark, Vornne, Modding Q&A

prevent save or quicksave mid-scene, kalarhan, Modding Q&A

Characters remove helmets in conversations, kalarhan, Modding Q&A

Override behaviour of some keys, kalarhan, Modding Q&A

list of triggers, kalarhan, Modding Q&A

scene_source flag, need to reread, Strange "set_visitor" error

charge flag, nijis and bryce777 (credit), Breaking the random encounter scene spawnpoints

Scene source people never wear hats? Yoshiboy, NPCs not wearing hats

Entry points limit, cmpxchg8b, [WB] Warband Script Enhancer v3.2.0

Working around 127 event limit, cmpxchg8b, [WB] Warband Script Enhancer v3.2.0

auto-calc battle, jacobhinds and kalarhan, Modding Q&A, Rabbit hole threads, Earendil redirect, Autocalc and Unit Levels. Get the normal links in the Forge Scrap Yard for better integration.

Is there a trigger that is constantly invoked during a mission
ASSISTANT
In the context of mission templates within modding for games like Mount & Blade, a trigger that is constantly invoked during a mission would be referred to as a trigger with a check interval of 0. This type of trigger is checked every frame, effectively running continuously throughout the mission. These triggers are often used for actions or checks that need to be performed regularly and consistently, such as updating the HUD, processing ongoing effects, or other continuous game mechanics.

Here’s a basic representation of a constantly invoked (every frame) trigger:

```python
(0, 0, 0,
    [],
    [
        # Actions to execute every frame
    ]),
```

- **First Part (Check Interval):** Set to 0, meaning the trigger is checked every frame.
- **Second Part (Delay):** Can also be set to 0 (or any number if you want a specific delay before execution).
- **Third Part (Re-arm Delay):** Also set to 0 to execute the actions as frequently as possible.

These continuous triggers are useful, but they require careful management to avoid performance issues, especially in complex scenarios or when involving heavy computations.

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      5. Você deve me enviar sua resposta em texto puro, sem markdown.

      #thedivisor#<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> as a <strong class="font-bold">default import</strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Exports the root <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component as a <strong class="font-bold">default export.</strong></li>#thedivisor#You may encounter files that leave off the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">.js</code> file extension like so:#thedivisor#Either <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">'./Gallery.js'</code> or <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">'./Gallery'</code> will work with React, though the former is closer to how <a href="https://developer.mozilla.org/docs/Web/JavaScript/Guide/Modules" target="_blank" rel="nofollow noopener noreferrer" class="inline text-link dark:text-link-dark border-b border-link border-opacity-0 hover:border-opacity-100 duration-100 ease-in transition leading-normal">native ES Modules</a> work.#thedivisor#There are two primary ways to export values with JavaScript: default exports and named exports. So far, our examples have only used default exports. But you can use one or both of them in the same file. <strong class="font-bold">A file can have no more than one <em>default</em> export, but it can have as many <em>named</em> exports as you like.</strong>#thedivisor#How you export your component dictates how you must import it. You will get an error if you try to import a default export the same way you would a named export! This chart can help you keep track:#thedivisor#When you write a <em>default</em> import, you can put any name you want after <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">import</code>. For example, you could write <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">import Banana from './Button.js'</code> instead and it would still provide you with the same default export. In contrast, with named imports, the name has to match on both sides. That’s why they are called <em>named</em> imports!#thedivisor#<strong class="font-bold">People often use default exports if the file exports only one component, and use named exports if it exports multiple components and values.</strong> Regardless of which coding style you prefer, always give meaningful names to your component functions and the files that contain them. Components without names, like <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">export default () =&gt; {}</code>, are discouraged because they make debugging harder.#thedivisor#What if you want to show just one <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> instead of a gallery? You can export the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> component, too. But <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> already has a <em>default</em> export, and you can’t have <em>two</em> default exports. You could create a new file with a default export, or you could add a <em>named</em> export for <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code>. <strong class="font-bold">A file can only have one default export, but it can have numerous named exports!</strong>#thedivisor#To reduce the potential confusion between default and named exports, some teams choose to only stick to one style (default or named), or avoid mixing them in a single file. Do what works best for you!#thedivisor#First, <strong class="font-bold">export</strong> <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> using a named export (no <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">default</code> keyword):
    
ASSISTANT
#thedivisor#<li class="leading-relaxed mb-1">Import <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> as a <strong class="font-bold">default import</strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Export the root <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component as a <strong class="font-bold">default export.</strong></li>#thedivisor#You may find files that omit the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">.js</code> file extension like this:#thedivisor#Either <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">'./Gallery.js'</code> or <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">'./Gallery'</code> will function with React, though the former more closely resembles how <a href="https://developer.mozilla.org/docs/Web/JavaScript/Guide/Modules" target="_blank" rel="nofollow noopener noreferrer" class="inline text-link dark:text-link-dark border-b border-link border-opacity-0 hover:border-opacity-100 duration-100 ease-in transition leading-normal">native ES Modules</a> operate.#thedivisor#There are two main methods to export values using JavaScript: default exports and named exports. Up to now, our examples have exclusively utilized default exports. However, you can employ one or both of them in the same file. <strong class="font-bold">A file can have only one <em>default</em> export, but it may have as many <em>named</em> exports as you desire.</strong>#thedivisor#How you export your component determines how you must import it. An error will occur if you attempt to import a default export in the same manner as a named export! This chart can assist you in keeping track:#thedivisor#When you create a <em>default</em> import, you can assign any name you wish after <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">import</code>. For instance, you could write <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">import Banana from './Button.js'</code> instead, and it would still give you the same default export. Conversely, with named imports, the name must match on both ends. That is why they are termed <em>named</em> imports!#thedivisor#<strong class="font-bold">People typically choose default exports if the file exports a single component, and opt for named exports if it exports multiple components and values.</strong> Regardless of your preferred coding style, always assign meaningful names to your component functions and the files that contain them. Components without names, such as <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">export default () =&gt; {}</code>, are discouraged because they complicate debugging.#thedivisor#What if you want to display just one <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> instead of a gallery? You can export the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> component as well. However, <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> already has a <em>default</em> export, and you cannot have <em>two</em> default exports. You could create a new file with a default export, or you could add a <em>named</em> export for <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code>. <strong class="font-bold">A file can only have one default export, but it can have many named exports!</strong>#thedivisor#To minimize confusion between default and named exports, some teams choose to adhere to only one style (either default or named) or avoid combining them in a single file. Choose what works best for you!#thedivisor#First, <strong class="font-bold">export</strong> <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> using a named export (without the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">default</code> keyword):

turns-00050.parquet:17862

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USER
ايات تحث علي عدم تصديق الكدابين
ASSISTANT
مرحبًا!

هناك عدة آيات في القرآن الكريم تحث على عدم تصديق الكاذبين والتثبت من الأخبار قبل نقلها أو العمل بها. إليك بعض هذه الآيات:

1. **سورة الحجرات، الآية 6:**

   > **"يَا أَيُّهَا الَّذِينَ آمَنُوا إِنْ جَاءَكُمْ فَاسِقٌ بِنَبَإٍ فَتَبَيَّنُوا أَنْ تُصِيبُوا قَوْمًا بِجَهَالَةٍ فَتُصْبِحُوا عَلَىٰ مَا فَعَلْتُمْ نَادِمِينَ"**

   هذه الآية تحث المؤمنين على التثبت والتبين من الأخبار قبل قبولها، خاصةً إذا كان الناقل غير موثوق.

2. **سورة الأنعام، الآية 116:**

   > **"وَإِنْ تُطِعْ أَكْثَرَ مَنْ فِي الأرض يُضِلُّوكَ عَنْ سَبِيلِ اللَّهِ ۚ إِنْ يَتَّبِعُونَ إِلَّا الظَّنَّ وَإِنْ هُمْ إِلَّا يَخْرُصُونَ"**

   تشير هذه الآية إلى أن اتباع الظنون والأكاذيب من دون تحقق يؤدي إلى الضلال.

3. **سورة الإسراء، الآية 36:**

   > **"وَلَا تَقْفُ مَا لَيْسَ لَكَ بِهِ عِلْمٌ ۚ إِنَّ السَّمْعَ وَالْبَصَرَ وَالْفُؤَادَ كُلُّ أُولَٰئِكَ كَانَ عَنْهُ مَسْئُولًا"**

   تحث هذه الآية على عدم اتباع ما لا يعلم الإنسان حقيقته، والتأكيد على المسؤولية عن السمع والبصر والفؤاد.

4. **سورة النور، الآية 15:**

   > **"إِذْ تَلَقَّوْنَهُ بِأَلْسِنَتِكُمْ وَتَقُولُونَ بِأَفْوَاهِكُم مَّا لَيْسَ لَكُمْ بِهِ عِلْمٌ وَتَحْسَبُونَهُ هَيِّنًا وَهُوَ عِندَ اللَّهِ عَظِيمٌ"**

   هذه الآية تحذر من نقل الشائعات والأقوال دون علم، وتبيّن خطورة ذلك عند الله.

5. **سورة القصص، الآية 75:**

   > **"وَنَزَعْنَا مِن كُلِّ أُمَّةٍ شَهِيدًا فَقُلْنَا هَاتُوا بُرْهَانَكُمْ فَعَلِمُوا أَنَّ الْحَقَّ لِلَّهِ وَضَلَّ عَنْهُم مَّا كَانُوا يَفْتَرُونَ"**

   تدعو هذه الآية إلى طلب البرهان والدليل وعدم اتباع الافتراءات.

**أحاديث نبوية:**

بالإضافة إلى الآيات القرآنية، هناك أحاديث نبوية تحث على تجنب الكذب وتصديق الكاذبين:

- قال رسول الله صلى الله عليه وسلم: **"إِيَّاكُمْ وَالظَّنَّ، فَإِنَّ الظَّنَّ أَكْذَبُ الْحَدِيثِ."** (متفق عليه)

- وعن أبي هريرة رضي الله عنه أن النبي صلى الله عليه وسلم قال: **"كَفَى بِالْمَرْءِ إِثْمًا أَنْ يُحَدِّثَ بِكُلِّ مَا سَمِعَ."** (رواه مسلم)

---

من المهم على المؤمنين التحقق والتثبت من الأخبار والمعلومات قبل قبولها أو نشرها، والاعتماد على المصادر الموثوقة، وتجنب تصديق الكاذبين ونشر الأكاذيب.

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 شده که مبلغ 400,000 تومان از خوانده دریافت کرده‌ام، و بر این اساس به‌طور ضمنی چنین برداشت شده که معامله‌ای صورت گرفته و اینجانب بخشی از سهم‌الارث را به خوانده میرجمال رحیمی موسوی فروخته‌ام. در حالی که این برداشت بر خلاف اصول قانونی است و نمی‌تواند مبنای رأی قرار گیرد.

استدلال قانونی:

1. ماده 1258 و ماده 1259 قانون مدنی (در خصوص اقرار):
مطابق این مواد، اقرار به‌عنوان یکی از ادله اثبات دعوا در صورتی اعتبار دارد که به‌طور صریح و روشن به موضوع مشخصی (در اینجا فروش سهم‌الارث) دلالت کند. صرف دریافت مبلغی از خوانده نمی‌تواند به معنای اقرار قطعی به فروش سهم‌الارث باشد؛ چرا که اینجانب در توضیحات خود بیان داشته‌ام که مبلغ دریافتی را بابت طلب و به دلیل نیاز مالی خود گرفته‌ام، نه به‌عنوان فروش سهم‌الارث.


2. ماده 196 و ماده 223 قانون مدنی:
اصل بر این است که در قراردادها، قصد و رضایت طرفین در انعقاد معامله باید به‌صورت صریح و شفاف اعلام شود و توافقات ضمنی که شرایط قانونی برای آن‌ها رعایت نشده، نمی‌تواند مبنای استنباط دادگاه باشد. به این ترتیب، چنانچه قراردادی به‌صورت صریح و با حضور طرفین و با ذکر شروط قانونی به‌عنوان بیع سهم‌الارث تنظیم نشده باشد، نمی‌توان صرف پرداخت یا دریافت وجهی را دال بر معامله دانست.


3. قانون آیین دادرسی مدنی – لزوم اسناد و مدارک معتبر برای ادعای معامله (ماده 197):
مطابق این ماده، برای ادعای هرگونه انتقال یا معامله، شخص مدعی باید سند و دلیل معتبر ارائه دهد. ادعای فروش سهم‌الارث از سوی خواندگان بدون ارائه هیچ‌گونه مدرک رسمی و قانونی بوده و صرف اظهارات شفاهی و غیرمستند نمی‌تواند دلیل قانونی محسوب شود.


4. ماده 339 قانون مدنی – تعیین دقیق مبیع و بهای آن در معاملات:
براساس این ماده، در هر معامله‌ای باید موضوع معامله و بهای آن به‌صراحت مشخص شود. در این پرونده، از آنجا که هیچ‌گونه توافق مکتوب و رسمی میان اینجانب و خوانده در خصوص فروش سهم‌الارث وجود ندارد، بنابراین دریافت مبلغ 400,000 تومان نمی‌تواند به معنای پذیرش یا اقرار به فروش سهم‌الارث باشد.



نتیجه‌گیری:

با توجه به موارد فوق، استناد دادگاه بدوی به اقرار ضمنی اینجانب به دریافت مبلغی بابت فروش سهم‌الارث، خلاف اصول و مقررات قانونی است. از این رو، تقاضا دارم که دادگاه تجدیدنظر با توجه به اصول و مواد قانونی ذکر شده، رأی بدوی را نقض کرده و ضمن بررسی دقیق‌تر پرونده، در راستای احقاق حق و عدالت اقدام نماید.

بسمه‌تعالی

اعتراض‌نامه تجدیدنظرخواهی نسبت به رأی صادره در پرونده کلاسه 140330920001953392، شعبه دوم دادگاه عمومی حقوقی شهرستان آذرشهر

مرجع تقدیم اعتراض‌نامه: دادگاه محترم تجدیدنظر استان آذربایجان شرقی

تجدیدنظرخواه:
آقای میرمحمد رحیمی موسوی، فرزند میرابوالفضل، به نشانی استان تهران، شهرستان رباط کریم، شهر جدید پرند.

تجدیدنظرخواندگان:

1. خانم رقیه رحیمی موسوی و سایر خواندگان پرونده به نشانی‌های مندرج در دادخواست بدوی.



موضوع اعتراض: اعتراض به رأی صادره مبنی بر "رد دعوای تقسیم ترکه" به استناد مواد 84 بند 10 و ماده 89 قانون آیین دادرسی مدنی.

متن اعتراض:

اینجانب، میرمحمد رحیمی موسوی، به‌عنوان تجدیدنظرخواه، با استناد به مواد قانونی و اصول آیین دادرسی، نسبت به رأی صادره در پرونده فوق اعتراض خود را به شرح ذیل اعلام می‌نمایم و تقاضای نقض رأی بدوی و بررسی مجدد پرونده توسط دادگاه محترم تجدیدنظر را دارم.

1. ایراد به استناد دادگاه به اقرار ضمنی تجدیدنظرخواه مبنی بر فروش سهم‌الارث

دادگاه بدوی در رأی خود به‌اشتباه، دریافت مبلغی را به‌عنوان اقرار به معامله و فروش سهم‌الارث قلمداد نموده است. در واقع، تجدیدنظرخواه در دادگاه بدوی اقرار کرده که این مبلغ، بخشی از حقوق معوقه او بوده که از کارکرد در کارگاه تجدیدنظرخوانده‌ها به‌دست آمده و از طلب وی نزد ایشان کسر شده است، نه اینکه برای فروش سهم‌الارث دریافت شده باشد. این برداشت دادگاه محترم با قوانین موضوعه و اصول حقوقی هم‌خوانی ندارد.

استدلال قانونی:

1. ماده 1258 و ماده 1259 قانون مدنی (اقرار): مطابق این مواد، اقرار باید صریح و روشن باشد و تنها در صورتی که فرد صریحاً اعلام کند پولی بابت فروش سهم‌الارث دریافت کرده، اقرار به وقوع معامله تلقی می‌شود. در اینجا، تجدیدنظرخواه اقرار کرده است که این مبلغ به‌عنوان بخشی از طلب و حقوق معوقه وی بوده و به‌هیچ‌وجه اشاره‌ای به معامله و فروش سهم‌الارث نکرده است.


2. ماده 223 و ماده 196 قانون مدنی (قصد و رضایت در قرارداد): برای وقوع هر معامله‌ای، قصد طرفین و رضایت آن‌ها باید مشخص و محرز باشد. در این پرونده، هیچ‌گونه قرارداد مکتوب یا توافق رسمی مبنی بر فروش سهم‌الارث وجود ندارد. بنابراین، دادگاه نمی‌تواند صرف دریافت بخشی از طلب معوقه را به معنای وقوع معامله تلقی کند.


3. ماده 339 قانون مدنی (شرایط معاملات): طبق این ماده، در هر معامله‌ای، مبیع و بهای آن باید به‌طور واضح و صریح مشخص گردد. در این پرونده، نه‌تنها چنین شرایطی احراز نشده، بلکه هیچ سندی دال بر وقوع معامله یا توافق وجود ندارد.


4. ماده 197 قانون آیین دادرسی مدنی (لزوم ارائه دلیل معتبر): این ماده تأکید دارد که ادعای وقوع معامله باید با دلیل معتبر اثبات شود. در این پرونده، خواندگان نتوانسته‌اند هیچ‌گونه سند رسمی یا مدرکی ارائه دهند که نشان‌دهنده فروش سهم‌الارث باشد.



2. درخواست نقض رأی بدوی و استماع دلایل قانونی تجدیدنظرخواه

با توجه به مستندات فوق، اینجانب ضمن اعلام اعتراض به رأی صادره از دادگاه بدوی، تقاضا دارم دادگاه محترم تجدیدنظر استان با توجه به نبود هرگونه قرارداد رسمی و مستند معتبر دال بر وقوع معامله، رأی بدوی را نقض نماید. همچنین از دادگاه محترم درخواست می‌نمایم با بررسی دقیق شرایط پرونده و دلایل قانونی فوق، حکم مقتضی را در خصوص تقسیم قانونی سهم‌الارث میان ورثه صادر فرماید.

نتیجه‌گیری: با توجه به اصول و مواد قانونی یادشده و همچنین به دلیل عدم ارائه دلیل و مدرک معتبر از سوی خواندگان مبنی بر وقوع معامله، از دادگاه محترم تجدیدنظر استان تقاضای نقض رأی بدوی و رسیدگی مجدد به موضوع را دارم. امید است که دادگاه محترم در راستای احقاق حقوق قانونی اینجانب و به‌منظور برقراری عدالت، اقدام مقتضی را در خصوص درخواست اینجانب انجام دهد
ASSISTANT
متن اعتراض‌نامه‌ای که ارائه داده‌اید، به‌صورتی کامل و مستدل تنظیم شده است و به‌طور جامع به استفاده از مواد قانونی مرتبط جهت دفاع از حقوق شما پرداخته‌اید. در این اعتراض‌نامه به‌طور مشخص به مواردی چون عدم وجود اقرار صریح به معامله، نیاز به اسناد و مدارک معتبر برای اثبات ادعا و نبود قرارداد مکتوب درباره فروش سهم‌الارث اشاره کرده‌اید.

به منظور تقویت دفاعیه خود، می‌توانید موارد زیر را نیز در نظر بگیرید:

1. **شهادت شهود**: در صورتی که شاهدانی برای تأیید ادعای شما مبنی بر دریافت مبلغ به‌عنوان طلب و نه فروش سهم‌الارث وجود دارند، می‌توانید از آن‌ها برای ارائه شهادت به نفع خود استفاده کنید.

2. **مستندات مالی**: اگر مدارکی مانند فیش‌های بانکی یا اسناد دیگری دارید که نشان‌دهنده پرداخت وجه به‌عنوان بازپرداخت قرض یا حقوق باشد، حتماً آن‌ها را ارائه دهید.

3. **اظهارنظر کارشناس**: در صورتی که امکان استفاده از نظر کارشناسان حقوقی رسمی وجود دارد، می‌توانید درخواست نظر کارشناس بدهید تا بررسی کند که آیا این مبلغ می‌تواند به‌عنوان پرداخت بابت سهم‌الارث تلقی شود یا خیر.

توجه داشته باشید که تنظیم دقیق اسناد و ارائه دلایل مستند و قابل قبول می‌تواند در تقویت موضع شما و تأمین نتیجه مطلوب تأثیرگذار باشد.

turns-00050.parquet:17864

7b02c4dcda98b791b122eb52
turn 2/2gpt-4o-2024-08-06PersianIran354 words
degenerate_repetitionAbsentFinal dense release
USER
طبق متن یه اعتراض نامه بنویس
ASSISTANT
اعتراض‌نامه تجدیدنظرخواهی

بسمه‌تعالی

مرجع تقدیم اعتراض‌نامه: دادگاه محترم تجدیدنظر استان آذربایجان شرقی

تجدیدنظرخواه: آقای میرمحمد رحیمی موسوی، فرزند میرابوالفضل، به نشانی استان تهران، شهرستان رباط کریم، شهر جدید پرند.

تجدیدنظرخواندگان:
1. خانم رقیه رحیمی موسوی 
2. سایر خواندگان پرونده با نشانی‌های مندرج در دادخواست بدوی.

موضوع اعتراض: اعتراض به رأی صادره مبنی بر "رد دعوای تقسیم ترکه" به استناد مواد 84 بند 10 و ماده 89 قانون آیین دادرسی مدنی.

با سلام و احترام،

اینجانب، میرمحمد رحیمی موسوی، به‌عنوان تجدیدنظرخواه، نسبت به رأی صادره در پرونده کلاسه 140330920001953392، شعبه دوم دادگاه عمومی حقوقی شهرستان آذرشهر، اعتراض خود را به شرح ذیل اعلام می‌نمایم:

1. **عدم اقرار به فروش سهم‌الارث**: دادگاه بدوی در رأی خود به‌اشتباه دریافت مبلغ 400,000 تومان را به‌عنوان اقرار به معامله و فروش سهم‌الارث تلقی کرده است. این مبلغ، مطابق اظهارات اینجانب، بخشی از حقوق معوقه و طلب بنده از کارگاه خواندگان بوده و نه بهای فروش سهم‌الارث.

2. **استناد به مواد قانونی**:

   - مطابق مواد 1258 و 1259 قانون مدنی، اقرار باید صریح و به موضوع مشخصی دلالت کند. در این پرونده، هیچ‌گونه اقرار صریحی از سوی اینجانب مبنی بر فروش سهم‌الارث وجود ندارد.
   
   - برابر با مواد 223 و 196 قانون مدنی، هرگونه قرارداد باید با قصد و رضایت مشخص طرفین همراه باشد و توافقات باید به‌صورت رسمی و مکتوب تنظیم شوند. هیچ قرارداد رسمی درباره فروش سهم‌الارث تنظیم نشده است.
   
   - ماده 339 قانون مدنی تأکید دارد که موضوع معامله و بهای آن باید به‌صراحت مشخص شوند. در این پرونده، هیچ توافقی در این خصوص به‌طور مکتوب وجود ندارد.

   - به موجب ماده 197 قانون آیین دادرسی مدنی، برای اثبات هر ادعای انتقال یا معامله، ارائه سند معتبر الزامی است. خواندگان نتوانسته‌اند مدرک معتبری مبنی بر وقوع معامله ارائه دهند.

3. **تقاضا**:
   
   با توجه به مستندات فوق و به دلیل عدم ارائه دلیل و مدرک معتبر از سوی خواندگان مبنی بر وقوع معامله، اینجانب تقاضای نقض رأی بدوی و رسیدگی مجدد به موضوع توسط دادگاه محترم تجدیدنظر استان را دارم. امید است دادگاه محترم در راستای احقاق حقوق قانونی و برقراری عدالت اقدام مقتضی را صورت دهد.

با احترام،
میرمحمد رحیمی موسوی

turns-00050.parquet:17865

9d5cdc629356d95b7c70b296
turn 1/1gpt-4o-mini-2024-07-18PortugueseUnited Kingdom1324 words
degenerate_repetitionAbsentFinal dense release
USER
      Rescreva essa parte da string com as seguintes condições:
      1. Não elimine NENHUMA informação dada no artigo.
      2. Termos, variáveis, expressões ou referências devem ser SEMPRE mantidos em inglês.
      3. Apenas transcreva o artigo, tornando ele mais literal e direto, sem alterar o contexto.
      4. Não remova as tags HTML e nem os "#thedivisor#".
      5. Você deve me enviar sua resposta em texto puro, sem markdown.

      #thedivisor#Then, <strong class="font-bold">import</strong> <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> to <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App.js</code> using a named import (with the curly braces):#thedivisor#Finally, <strong class="font-bold">render</strong> <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">&lt;Profile /&gt;</code> from the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component:#thedivisor#Now <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> contains two exports: a default <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> export, and a named <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> export. <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App.js</code> imports both of them. Try editing <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">&lt;Profile /&gt;</code> to <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">&lt;Gallery /&gt;</code> and back in this example:#thedivisor#Now you’re using a mix of default and named exports:#thedivisor#<li class="leading-relaxed mb-1"><code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>:<!-- -->
<ul class="ms-6 my-3 list-disc">
<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> component as a <strong class="font-bold">named export called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code>.</strong></li>
<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> component as a <strong class="font-bold">default export.</strong></li>
</ul>
</li>
<li class="leading-relaxed mb-1"><code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App.js</code>:<!-- -->
<ul class="ms-6 my-3 list-disc">
<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> as a <strong class="font-bold">named import called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code></strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> as a <strong class="font-bold">default import</strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Exports the root <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component as a <strong class="font-bold">default export.</strong></li>
</ul>
</li>#thedivisor#<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> component as a <strong class="font-bold">named export called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code>.</strong></li>
<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> component as a <strong class="font-bold">default export.</strong></li>#thedivisor#<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> as a <strong class="font-bold">named import called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code></strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> as a <strong class="font-bold">default import</strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Exports the root <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component as a <strong class="font-bold">default export.</strong></li>#thedivisor#On this page you learned:#thedivisor#<li class="leading-relaxed mb-1">What a root component file is</li>
<li class="leading-relaxed mb-1">How to import and export a component</li>
<li class="leading-relaxed mb-1">When and how to use default and named imports and exports</li>
<li class="leading-relaxed mb-1">How to export multiple components from the same file</li>#thedivisor#Currently, <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> exports both <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> and <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code>, which is a bit confusing.
    
ASSISTANT
#thedivisor#Then, <strong class="font-bold">import</strong> <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> into <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App.js</code> using a named import (with the curly braces):#thedivisor#Finally, <strong class="font-bold">render</strong> <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">&lt;Profile /&gt;</code> from the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component:#thedivisor#Now <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> has two exports: a default <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> export, and a named <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> export. <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App.js</code> imports both. Try changing <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">&lt;Profile /&gt;</code> to <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">&lt;Gallery /&gt;</code> and back in this example:#thedivisor#Now you are using a mix of default and named exports:#thedivisor#<li class="leading-relaxed mb-1"><code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>:<!-- -->
<ul class="ms-6 my-3 list-disc">
<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> component as a <strong class="font-bold">named export called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code>.</strong></li>
<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> component as a <strong class="font-bold">default export.</strong></li>
</ul>
</li>
<li class="leading-relaxed mb-1"><code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App.js</code>:<!-- -->
<ul class="ms-6 my-3 list-disc">
<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> as a <strong class="font-bold">named import called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code></strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> as a <strong class="font-bold">default import</strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Exports the root <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component as a <strong class="font-bold">default export.</strong></li>
</ul>
</li>#thedivisor#<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> component as a <strong class="font-bold">named export called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code>.</strong></li>
<li class="leading-relaxed mb-1">Exports the <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> component as a <strong class="font-bold">default export.</strong></li>#thedivisor#<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> as a <strong class="font-bold">named import called <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code></strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Imports <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code> as a <strong class="font-bold">default import</strong> from <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code>.</li>
<li class="leading-relaxed mb-1">Exports the root <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">App</code> component as a <strong class="font-bold">default export.</strong></li>#thedivisor#On this page, you learned:#thedivisor#<li class="leading-relaxed mb-1">What a root component file is</li>
<li class="leading-relaxed mb-1">How to import and export a component</li>
<li class="leading-relaxed mb-1">When and how to use default and named imports and exports</li>
<li class="leading-relaxed mb-1">How to export multiple components from the same file</li>#thedivisor#Currently, <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery.js</code> exports both <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Profile</code> and <code dir="ltr" class="inline text-code text-secondary dark:text-secondary-dark px-1 rounded-md no-underline bg-gray-30 bg-opacity-10 py-px">Gallery</code>, which can be a bit confusing.

turns-00050.parquet:17866

cf95c05b8dfc52de2144bcb0
turn 1/9gpt-4o-2024-08-06PersianAustralia8 words
degenerate_repetitionAbsentFinal dense release
USER
سلام
                            
                            
ASSISTANT
سلام! چطور می‌توانم به شما کمک کنم؟

turns-00050.parquet:17867

4193f6244a23fb7b063a95e3
turn 2/9gpt-4o-2024-08-06PersianAustralia147 words
degenerate_repetitionAbsentFinal dense release
USER
سرم درد میکنه
                            
                            
ASSISTANT
متأسفم که می‌شنوم سرتان درد می‌کند. در اینجا چند پیشنهاد دارم که ممکن است به شما کمک کند:

1. **استراحت کنید**: سعی کنید در یک محیط آرام و تاریک دراز بکشید و چشم‌هایتان را ببندید.

2. **آب بنوشید**: گاهی اوقات کم‌آبی بدن می‌تواند باعث سردرد شود، بنابراین اطمینان حاصل کنید که به اندازه کافی آب می‌نوشید.

3. **دوش آب گرم بگیرید**: گرمای آب می‌تواند به کاهش تنش در عضلات و تسکین سردرد کمک کند.

4. **استفاده از مسکن‌های بدون نسخه**: داروهایی مانند ایبوپروفن یا استامینوفن ممکن است مفید باشند. البته بهتر است پیش از مصرف هر دارویی با پزشک یا داروساز مشورت کنید.

5. **تکنیک‌های آرامش‌بخش**: تمرینات تنفس عمیق یا مدیتیشن ممکن است مؤثر باشند.

اگر سردردتان شدید است یا به سایر علائم غیرمعمول همراه است، یا اگر به مکرراً رخ می‌دهد، بهتر است با پزشک مشورت کنید. امیدوارم زودتر احساس بهتری داشته باشید!