<roblox xmlns:xmime="http://www.w3.org/2005/05/xmlmime" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.roblox.com/roblox.xsd" version="4">
	<External>null</External>
	<External>nil</External>
	<Item class="Workspace" referent="RBX0">
		<Properties>
			<token name="Controller">0</token>
			<bool name="ControllerFlagShown">true</bool>
			<Ref name="CurrentCamera">RBX1</Ref>
			<CoordinateFrame name="ModelInPrimary">
				<X>0</X>
				<Y>0</Y>
				<Z>0</Z>
				<R00>1</R00>
				<R01>0</R01>
				<R02>0</R02>
				<R10>0</R10>
				<R11>1</R11>
				<R12>0</R12>
				<R20>0</R20>
				<R21>0</R21>
				<R22>1</R22>
			</CoordinateFrame>
			<string name="Name">Workspace</string>
			<Ref name="PrimaryPart">RBX2</Ref>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Camera" referent="RBX3">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>0</X>
					<Y>0.00500000361</Y>
					<Z>0.00500000361</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>0.999999523</R11>
					<R12>0.000958657707</R12>
					<R20>0</R20>
					<R21>-0.000958657707</R21>
					<R22>0.999999523</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Camera" referent="RBX4">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>0</X>
					<Y>5.00000965e-008</Y>
					<Z>5.00000965e-008</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Camera" referent="RBX5">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>0</X>
					<Y>0.00500000361</Y>
					<Z>0.00500000361</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>0.999999523</R11>
					<R12>0.000959720695</R12>
					<R20>0</R20>
					<R21>-0.000959720695</R21>
					<R22>0.999999523</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX2">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">0</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">23</int>
				<CoordinateFrame name="CFrame">
					<X>0</X>
					<Y>17.8000011</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Base</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>512</X>
					<Y>0.400000006</Y>
					<Z>512</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX6">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">0</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">23</int>
				<CoordinateFrame name="CFrame">
					<X>0</X>
					<Y>19.2000008</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">false</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Ocean</string>
				<float name="Reflectance">0.100000001</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0.200000003</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>512</X>
					<Y>2.4000001</Y>
					<Z>512</Z>
				</Vector3>
			</Properties>
			<Item class="Script" referent="RBX7">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Splash Script</string>
					<string name="Source">print(&quot;Splash Script by Plad loaded&quot;)


local Pool = script.Parent

function onTouched(hit)
	print(&quot;Pool hit&quot;)

	local human = hit.Parent:findFirstChild(&quot;Humanoid&quot;)

	if (human ~= nil ) then 
		for i =1,2 do
			local Splash = Instance.new(&quot;Part&quot;)
			Splash.Parent = game.Workspace
			Splash.Position = human.Torso.Position + Vector3.new(math.random(-3,3),math.random(-3,3),math.random(-3,3))
			Splash.Shape = 0
			Splash.formFactor = &quot;Symmetric&quot;
			Splash.Name = &quot;Splash&quot;
			Splash.BrickColor = BrickColor.new(23)
			Splash.Reflectance = 0.5
			Splash.Size = Vector3.new(1,1,1)

			game:GetService(&quot;Debris&quot;):AddItem(Splash, .5) -- get rid of Splash after a certain amount of time
			
						
		end
	end
	
end


script.Parent.Touched:connect(onTouched)</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX8">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Human Island</string>
				<Ref name="PrimaryPart">RBX9</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX9">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>0.00195135246</X>
						<Y>18.1725903</Y>
						<Z>0.000356651261</Z>
						<R00>1</R00>
						<R01>-0.000209161226</R01>
						<R02>2.4764433e-005</R02>
						<R10>0.000209161051</R10>
						<R11>1</R11>
						<R12>6.75289584e-006</R12>
						<R20>-2.47658445e-005</R20>
						<R21>-6.74771627e-006</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 1</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>194</X>
						<Y>0.400000006</Y>
						<Z>204</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX10">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-4.5175252</X>
						<Y>20.1897163</Y>
						<Z>-4.47599077</Z>
						<R00>0.999973118</R00>
						<R01>-0.00732911192</R01>
						<R02>-0.000317190716</R02>
						<R10>0.00733033754</R10>
						<R11>0.999964893</R11>
						<R12>0.00405266043</R12>
						<R20>0.00028747716</R20>
						<R21>-0.00405487651</R21>
						<R22>0.999991715</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 7</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>177</X>
						<Y>0.400000006</Y>
						<Z>179</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX11">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">37</int>
					<CoordinateFrame name="CFrame">
						<X>0.370965511</X>
						<Y>21.768774</Y>
						<Z>-4.03019571</Z>
						<R00>0.999975145</R00>
						<R01>-0.007051697</R01>
						<R02>-1.23154559e-005</R02>
						<R10>0.00705168489</R10>
						<R11>0.999965906</R11>
						<R12>0.00429915963</R12>
						<R20>-1.8001334e-005</R20>
						<R21>-0.0042991396</R21>
						<R22>0.999990761</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 11</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>139</X>
						<Y>0.400000006</Y>
						<Z>148</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX12">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-0.122621961</X>
						<Y>21.3940887</Y>
						<Z>-3.44915414</Z>
						<R00>0.999973238</R00>
						<R01>-0.00729267532</R01>
						<R02>-0.000581448316</R02>
						<R10>0.00729502505</R10>
						<R11>0.999964774</R11>
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						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX42</Ref>
						<Ref name="Part1">RBX38</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX43">
					<Properties>
						<CoordinateFrame name="C0">
							<X>6.5</X>
							<Y>-23</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX38</Ref>
						<Ref name="Part1">RBX44</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX45">
					<Properties>
						<CoordinateFrame name="C0">
							<X>17.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX46</Ref>
						<Ref name="Part1">RBX38</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Snap" referent="RBX47">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX40">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-216</X>
						<Y>39.4574165</Y>
						<Z>-103</Z>
						<R00>3.42285418e-008</R00>
						<R01>-8.45036952e-023</R01>
						<R02>1</R02>
						<R10>8.44986465e-023</R10>
						<R11>1</R11>
						<R12>8.45036889e-023</R12>
						<R20>-1</R20>
						<R21>8.44986402e-023</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>24</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX44">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-216</X>
						<Y>39.4574165</Y>
						<Z>-115</Z>
						<R00>3.42285418e-008</R00>
						<R01>-8.45036952e-023</R01>
						<R02>1</R02>
						<R10>8.44986465e-023</R10>
						<R11>1</R11>
						<R12>8.45036889e-023</R12>
						<R20>-1</R20>
						<R21>8.44986402e-023</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>24</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX48">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Zombie</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">12</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX49">
				<Properties>
					<int name="HeadColor">119</int>
					<int name="LeftArmColor">119</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">119</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">199</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX50">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX46">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-216</X>
						<Y>63.4574165</Y>
						<Z>-91</Z>
						<R00>3.42285418e-008</R00>
						<R01>-8.45036952e-023</R01>
						<R02>1</R02>
						<R10>8.44986465e-023</R10>
						<R11>1</R11>
						<R12>8.45036889e-023</R12>
						<R20>-1</R20>
						<R21>8.44986402e-023</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>24</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX42">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-216</X>
						<Y>63.4574165</Y>
						<Z>-127</Z>
						<R00>3.42285418e-008</R00>
						<R01>-8.45036952e-023</R01>
						<R02>1</R02>
						<R10>8.44986465e-023</R10>
						<R11>1</R11>
						<R12>8.45036889e-023</R12>
						<R20>-1</R20>
						<R21>8.44986402e-023</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>24</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX37">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-216</X>
						<Y>81.4574127</Y>
						<Z>-109</Z>
						<R00>3.42285418e-008</R00>
						<R01>-8.45036952e-023</R01>
						<R02>1</R02>
						<R10>8.44986465e-023</R10>
						<R11>1</R11>
						<R12>8.45036889e-023</R12>
						<R20>-1</R20>
						<R21>8.44986402e-023</R21>
						<R22>3.42285418e-008</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>24</X>
						<Y>12</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX51">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX52">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">XP and Money Script</string>
					<string name="Source">local Humanoid = script.Parent.Zombie -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 50
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX53">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes
------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-6.5, -23, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 6.5, -23, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(-17.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(17.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:makeJoints()
    script.Parent:remove()

end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end

print(&quot;ending robot script&quot;)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX54">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Find and Stomp</string>
					<string name="Source">local lleg = script.Parent:FindFirstChild(&quot;Left Leg&quot;)
local rleg = script.Parent:FindFirstChild(&quot;Right Leg&quot;)


function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			zombie = temp2:findFirstChild(&quot;IsaMorph&quot;) -- this line keeps the bad guy from chasing other bad guy morphs by checking for a morph
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) and (zombie ==nil) then  -- the (zombie ==nil) also checks for morph
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end


function Hit(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if hit.Parent ~= nil then
	local human1 = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if human1 ~= nil then
	human1.Health =  human1.Health -15
	end
	end
end

lleg.Touched:connect(Hit)
rleg.Touched:connect(Hit)


--wait(math.random(0,5)/10)
while true do
	wait(0.5)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Zombie:MoveTo(target.Position, target)
	end
end</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX55">
			<Properties>
				<token name="Controller">7</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Giant Zombie</string>
				<Ref name="PrimaryPart">RBX56</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX57">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>215.893814</X>
						<Y>36.4649658</Y>
						<Z>199.536499</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40893014e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40690268e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>6</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="Snap" referent="RBX58">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX59">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-2</X>
							<Y>-5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX57</Ref>
						<Ref name="Part1">RBX60</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX61">
					<Properties>
						<CoordinateFrame name="C0">
							<X>5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.073600322</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX62</Ref>
						<Ref name="Part1">RBX57</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX63">
					<Properties>
						<CoordinateFrame name="C0">
							<X>2</X>
							<Y>-5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX57</Ref>
						<Ref name="Part1">RBX64</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX65">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX66</Ref>
						<Ref name="Part1">RBX57</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX60">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>214.394073</X>
						<Y>30.4649658</Y>
						<Z>199.564423</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40893014e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40690268e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX64">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>217.393555</X>
						<Y>30.4649658</Y>
						<Z>199.508575</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40893014e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40690268e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX67">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Zombie</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">14</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX68">
				<Properties>
					<int name="HeadColor">119</int>
					<int name="LeftArmColor">119</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">119</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">199</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX69">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX66">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>220.393036</X>
						<Y>36.4649658</Y>
						<Z>199.452728</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40893014e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40690268e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX62">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>211.394592</X>
						<Y>36.4649658</Y>
						<Z>199.62027</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40893014e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40690268e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX56">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>215.893814</X>
						<Y>40.9649658</Y>
						<Z>199.536499</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40893014e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40690268e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>6</X>
						<Y>3</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX70">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX71">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes
------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2, -5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 2, -5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new( 5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:makeJoints()
    script.Parent:remove()

end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



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dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end

print(&quot;ending robot script&quot;)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX72">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Find and Stomp</string>
					<string name="Source">local lleg = script.Parent:FindFirstChild(&quot;Left Leg&quot;)
local rleg = script.Parent:FindFirstChild(&quot;Right Leg&quot;)


function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			zombie = temp2:findFirstChild(&quot;IsaMorph&quot;) -- this line keeps the bad guy from eating other bad guy morphs by checking for a morph
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) and (zombie ==nil) then  -- the (zombie ==nil) also checks for morph
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end


function Hit(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if hit.Parent ~= nil then
	local human1 = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if human1 ~= nil then
	human1.Health =  human1.Health -4
	end
	end
end

lleg.Touched:connect(Hit)
rleg.Touched:connect(Hit)


--wait(math.random(0,5)/10)
while true do
	wait(0.5)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Zombie:MoveTo(target.Position, target)
	end
end</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX73">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BloodScript</string>
					<string name="Source">function onPlayerDied(dead)
	local h = script.Parent.Zombie
		if (h.Health==0) then
			local head = script.Parent.Head
			local blood1 = Instance.new(&quot;Part&quot;)
			blood1.BrickColor = BrickColor.new(21)
			blood1.formFactor = 2
			blood1.Size = Vector3.new(1, 0.4, 1)
			blood1.Position = head.Position
			blood1.Name = &quot;Blood&quot;
			blood1.Parent = script.Parent
			local blood2 = Instance.new(&quot;Part&quot;)
			blood2.BrickColor = BrickColor.new(21)
			blood2.formFactor = 2
			blood2.Size = Vector3.new(1, 0.4, 1)
			blood2.Position = head.Position
			blood2.Name = &quot;Blood&quot;
			blood2.Parent = script.Parent
			local blood3 = Instance.new(&quot;Part&quot;)
			blood3.BrickColor = BrickColor.new(21)
			blood3.formFactor = 2
			blood3.Size = Vector3.new(1, 0.4, 1)
			blood3.Position = head.Position
			blood3.Name = &quot;Blood&quot;
			blood3.Parent = script.Parent
			local blood4 = Instance.new(&quot;Part&quot;)
			blood4.BrickColor = BrickColor.new(21)
			blood4.formFactor = 2
			blood4.Size = Vector3.new(1, 0.4, 1)
			blood4.Position = head.Position
			blood4.Name = &quot;Blood&quot;
			blood4.Parent = script.Parent

			game:GetService(&quot;Debris&quot;):AddItem(Blood, .5) -- get rid of Blood after a certain amount of time			

		end
end

script.Parent.Zombie.Died:connect(onPlayerDied)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX74">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">XP and Money Script</string>
					<string name="Source">local Humanoid = script.Parent.Zombie -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX75">
			<Properties>
				<token name="Controller">7</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Giant Zombie</string>
				<Ref name="PrimaryPart">RBX76</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX77">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>27.8938141</X>
						<Y>36.564518</Y>
						<Z>-176.463501</Z>
						<R00>0.999826729</R00>
						<R01>5.80971174e-011</R01>
						<R02>0.0186152011</R02>
						<R10>-5.80971174e-011</R10>
						<R11>1</R11>
						<R12>-5.40888406e-013</R12>
						<R20>-0.0186152011</R20>
						<R21>-5.40694876e-013</R21>
						<R22>0.999826729</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>6</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="Motor" referent="RBX78">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-2</X>
							<Y>-5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX77</Ref>
						<Ref name="Part1">RBX79</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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			<Item class="Script" referent="RBX91">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes
------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2, -5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 2, -5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new( 5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:makeJoints()
    script.Parent:remove()

end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end

print(&quot;ending robot script&quot;)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX92">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Find and Stomp</string>
					<string name="Source">local lleg = script.Parent:FindFirstChild(&quot;Left Leg&quot;)
local rleg = script.Parent:FindFirstChild(&quot;Right Leg&quot;)


function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			zombie = temp2:findFirstChild(&quot;IsaMorph&quot;) -- this line keeps the bad guy from eating other bad guy morphs by checking for a morph
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) and (zombie ==nil) then  -- the (zombie ==nil) also checks for morph
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end


function Hit(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if hit.Parent ~= nil then
	local human1 = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if human1 ~= nil then
	human1.Health =  human1.Health -4
	end
	end
end

lleg.Touched:connect(Hit)
rleg.Touched:connect(Hit)


--wait(math.random(0,5)/10)
while true do
	wait(0.5)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Zombie:MoveTo(target.Position, target)
	end
end</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX93">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BloodScript</string>
					<string name="Source">function onPlayerDied(dead)
	local h = script.Parent.Zombie
		if (h.Health==0) then
			local head = script.Parent.Head
			local blood1 = Instance.new(&quot;Part&quot;)
			blood1.BrickColor = BrickColor.new(21)
			blood1.formFactor = 2
			blood1.Size = Vector3.new(1, 0.4, 1)
			blood1.Position = head.Position
			blood1.Name = &quot;Blood&quot;
			blood1.Parent = script.Parent
			local blood2 = Instance.new(&quot;Part&quot;)
			blood2.BrickColor = BrickColor.new(21)
			blood2.formFactor = 2
			blood2.Size = Vector3.new(1, 0.4, 1)
			blood2.Position = head.Position
			blood2.Name = &quot;Blood&quot;
			blood2.Parent = script.Parent
			local blood3 = Instance.new(&quot;Part&quot;)
			blood3.BrickColor = BrickColor.new(21)
			blood3.formFactor = 2
			blood3.Size = Vector3.new(1, 0.4, 1)
			blood3.Position = head.Position
			blood3.Name = &quot;Blood&quot;
			blood3.Parent = script.Parent
			local blood4 = Instance.new(&quot;Part&quot;)
			blood4.BrickColor = BrickColor.new(21)
			blood4.formFactor = 2
			blood4.Size = Vector3.new(1, 0.4, 1)
			blood4.Position = head.Position
			blood4.Name = &quot;Blood&quot;
			blood4.Parent = script.Parent

			game:GetService(&quot;Debris&quot;):AddItem(Blood, .5) -- get rid of Blood after a certain amount of time			

		end
end

script.Parent.Zombie.Died:connect(onPlayerDied)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX94">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">XP and Money Script</string>
					<string name="Source">local Humanoid = script.Parent.Zombie -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX95">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Giant Spider</string>
				<Ref name="PrimaryPart">RBX96</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX97">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>44</X>
						<Y>36.9132347</Y>
						<Z>-199.699997</Z>
						<R00>-1</R00>
						<R01>-1.09835313e-022</R01>
						<R02>-1.12873098e-023</R02>
						<R10>-1.09835313e-022</R10>
						<R11>1</R11>
						<R12>1.04243336e-022</R12>
						<R20>1.12873098e-023</R20>
						<R21>1.04243336e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">1</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>6</X>
						<Y>3</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Sound" referent="RBX98">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX99">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="SpecialMesh" referent="RBX100">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX96">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>44</X>
						<Y>33.4132347</Y>
						<Z>-205.5</Z>
						<R00>-1</R00>
						<R01>-1.09835313e-022</R01>
						<R02>-1.12873098e-023</R02>
						<R10>-1.09835313e-022</R10>
						<R11>1</R11>
						<R12>1.04243336e-022</R12>
						<R20>1.12873098e-023</R20>
						<R21>1.04243336e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>8</X>
						<Y>4</Y>
						<Z>9</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX101">
					<Properties>
						<token name="Face">3</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1141837</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX102">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1141837</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX103">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1141837</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX104">
					<Properties>
						<token name="Face">0</token>
						<string name="Name">roblox</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1141837</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="SpecialMesh" referent="RBX105">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX106">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-8</X>
							<Y>2</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Front Left Shoulder</string>
						<Ref name="Part0">RBX107</Ref>
						<Ref name="Part1">RBX96</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX108">
					<Properties>
						<CoordinateFrame name="C0">
							<X>8</X>
							<Y>2</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Front Right Shoulder</string>
						<Ref name="Part0">RBX109</Ref>
						<Ref name="Part1">RBX96</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Snap" referent="RBX110">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX111">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-8</X>
							<Y>3</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.314985096</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Front Left Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX112">
					<Properties>
						<CoordinateFrame name="C0">
							<X>8</X>
							<Y>3</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.314985096</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Front Right Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX113">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-9</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX96</Ref>
						<Ref name="Part1">RBX114</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX115">
					<Properties>
						<CoordinateFrame name="C0">
							<X>8</X>
							<Y>2</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.073600322</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX116</Ref>
						<Ref name="Part1">RBX96</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX117">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-7</X>
							<Y>-1.5</Y>
							<Z>6</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Rear Left Hip</string>
						<Ref name="Part0">RBX96</Ref>
						<Ref name="Part1">RBX118</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX119">
					<Properties>
						<CoordinateFrame name="C0">
							<X>7</X>
							<Y>-1.5</Y>
							<Z>6</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Rear Right Hip</string>
						<Ref name="Part0">RBX96</Ref>
						<Ref name="Part1">RBX120</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX121">
					<Properties>
						<CoordinateFrame name="C0">
							<X>9</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX96</Ref>
						<Ref name="Part1">RBX122</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX123">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-8</X>
							<Y>2</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX124</Ref>
						<Ref name="Part1">RBX96</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX125">
					<Properties>
						<token name="Face">1</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1141837</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX126">
					<Properties>
						<token name="Face">4</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=3235260</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="BodyColors" referent="RBX127">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">194</int>
					<int name="LeftLegColor">5</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">194</int>
					<int name="RightLegColor">5</int>
					<int name="TorsoColor">21</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX128">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Zombie</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">14</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX129">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local lleg = script.Parent:FindFirstChild(&quot;Left Leg&quot;)
local rleg = script.Parent:FindFirstChild(&quot;Right Leg&quot;)
local rlleg = script.Parent:FindFirstChild(&quot;Rear Left Leg&quot;)
local rrleg = script.Parent:FindFirstChild(&quot;Rear Right Leg&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local flarm = script.Parent:FindFirstChild(&quot;Front Left Arm&quot;)
local frarm = script.Parent:FindFirstChild(&quot;Front Right Arm&quot;)
local torso = script.Parent:FindFirstChild(&quot;Torso&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			zombie = temp2:findFirstChild(&quot;IsaMorph&quot;) -- this line keeps the bad guy from chasing other bad guy morphs by checking for a morph
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) and (zombie ==nil) then  -- the (zombie ==nil) also checks for morph
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health -5
	end
end

lleg.Touched:connect(Hit)
rleg.Touched:connect(Hit)
rlleg.Touched:connect(Hit)
rrleg.Touched:connect(Hit)
rarm.Touched:connect(Hit)
larm.Touched:connect(Hit)
flarm.Touched:connect(Hit)
frarm.Touched:connect(Hit)
torso.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Zombie:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX130">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX131">
				<Properties>
					<string name="Name">Timber</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX132">
				<Properties>
					<string name="Name">hit</string>
					<int name="Value">5</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX133">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BloodScript</string>
					<string name="Source">function onPlayerDied(dead)
	local h = script.Parent.Zombie
		if (h.Health==0) then
			local head = script.Parent.Head
			local blood1 = Instance.new(&quot;Part&quot;)
			blood1.BrickColor = BrickColor.new(21)
			blood1.formFactor = 2
			blood1.Size = Vector3.new(1, 0.4, 1)
			blood1.Position = head.Position
			blood1.Name = &quot;Blood&quot;
			blood1.Parent = script.Parent
			local blood2 = Instance.new(&quot;Part&quot;)
			blood2.BrickColor = BrickColor.new(21)
			blood2.formFactor = 2
			blood2.Size = Vector3.new(1, 0.4, 1)
			blood2.Position = head.Position
			blood2.Name = &quot;Blood&quot;
			blood2.Parent = script.Parent
			local blood3 = Instance.new(&quot;Part&quot;)
			blood3.BrickColor = BrickColor.new(21)
			blood3.formFactor = 2
			blood3.Size = Vector3.new(1, 0.4, 1)
			blood3.Position = head.Position
			blood3.Name = &quot;Blood&quot;
			blood3.Parent = script.Parent
			local blood4 = Instance.new(&quot;Part&quot;)
			blood4.BrickColor = BrickColor.new(21)
			blood4.formFactor = 2
			blood4.Size = Vector3.new(1, 0.4, 1)
			blood4.Position = head.Position
			blood4.Name = &quot;Blood&quot;
			blood4.Parent = script.Parent

			game:GetService(&quot;Debris&quot;):AddItem(Blood, .5) -- get rid of Blood after a certain amount of time

		end
end

script.Parent.Zombie.Died:connect(onPlayerDied)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX116">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>51.5</X>
						<Y>31.9132347</Y>
						<Z>-202.5</Z>
						<R00>-1</R00>
						<R01>-1.09835313e-022</R01>
						<R02>-1.12873098e-023</R02>
						<R10>-1.09835313e-022</R10>
						<R11>1</R11>
						<R12>1.04243336e-022</R12>
						<R20>1.12873098e-023</R20>
						<R21>1.04243336e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX134">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX114">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>52.5</X>
						<Y>31.4132347</Y>
						<Z>-205.5</Z>
						<R00>-1</R00>
						<R01>-1.09835313e-022</R01>
						<R02>-1.12873098e-023</R02>
						<R10>-1.09835313e-022</R10>
						<R11>1</R11>
						<R12>1.04243336e-022</R12>
						<R20>1.12873098e-023</R20>
						<R21>1.04243336e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
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					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>5</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX141">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX142">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-9, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(9, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(8, 2, 3, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-8, 2, 3, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

itrlh=miked.Torso:findFirstChild(&quot;Rear Left Hip&quot;)
itrlh.Part0=miked.Torso
itrlh.Part1=miked:findFirstChild(&quot;Rear Left Leg&quot;)
itrlh.C0=CFrame.new(-7, -1.5, 6, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrrh=miked.Torso:findFirstChild(&quot;Rear Right Hip&quot;)
itrrh.Part0=miked.Torso
itrrh.Part1=miked:findFirstChild(&quot;Rear Right Leg&quot;)
itrrh.C0=CFrame.new(7, -1.5, 6, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itfls=miked.Torso:findFirstChild(&quot;Front Left Shoulder&quot;)
itfls.Part1=miked.Torso
itfls.C0=CFrame.new(-8, 2, 3, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itfls.Part0=miked:findFirstChild(&quot;Front Left Arm&quot;)

itfrs=miked.Torso:findFirstChild(&quot;Front Right Shoulder&quot;)
itfrs.Part1=miked.Torso
itfrs.C0=CFrame.new(8, 2, 3, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itfrs.Part0=miked:findFirstChild(&quot;Front Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local FrontRightShoulder = waitForChild(Torso, &quot;Front Right Shoulder&quot;)
local FrontLeftShoulder = waitForChild(Torso, &quot;Front Left Shoulder&quot;)
local RearRightHip = waitForChild(Torso, &quot;Rear Right Hip&quot;)
local RearLeftHip = waitForChild(Torso, &quot;Rear Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	FrontRightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	FrontLeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
	RearLeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1	
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	FrontRightShoulder.MaxVelocity = 60
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = -1.57
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	FrontRightShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.MaxVelocity = 40
	RearRightHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RearRightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	RightRearHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	FrontLeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	FrontRightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	FrontLeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	FrontRightShoulder.DesiredAngle = -314 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	FrontLeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	RearRightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
	RearLeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		FrontRightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontLeftShoulder.MaxVelocity = 0.5
		RearRightHip.MaxVelocity = 0.5
		RearLeftHip.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = -1.57
		FrontLeftShoulder.DesiredAngle = 1.0
		RearRightHip.DesiredAngle = 1.57
		RearLeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	FrontRightShoulder.MaxVelocity = 0.1
	FrontLeftShoulder.MaxVelocity = 0.1
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		FrontRightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearLeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		FrontRightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = -2.14
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
		wait(.2)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = 0
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX143">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">XP and Money Script</string>
					<string name="Source">local Humanoid = script.Parent.Zombie -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX144">
			<Properties>
				<token name="Controller">7</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Giant Zombie</string>
				<Ref name="PrimaryPart">RBX145</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX146">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>-135</X>
						<Y>26.8985348</Y>
						<Z>-188.5</Z>
						<R00>1</R00>
						<R01>-1.00555664e-022</R01>
						<R02>1.37718911e-023</R02>
						<R10>1.00555664e-022</R10>
						<R11>1</R11>
						<R12>-1.07703962e-022</R12>
						<R20>-1.37718911e-023</R20>
						<R21>1.07703962e-022</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>6</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="Motor" referent="RBX147">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-2</X>
							<Y>-5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">RBX146</Ref>
						<Ref name="Part1">RBX148</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Snap" referent="RBX149">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX150">
					<Properties>
						<CoordinateFrame name="C0">
							<X>2</X>
							<Y>-5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX146</Ref>
						<Ref name="Part1">RBX151</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX152">
					<Properties>
						<CoordinateFrame name="C0">
							<X>5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">-0.073600322</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">RBX153</Ref>
						<Ref name="Part1">RBX146</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX154">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX155</Ref>
						<Ref name="Part1">RBX146</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX148">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-136.5</X>
						<Y>20.8985348</Y>
						<Z>-188.5</Z>
						<R00>1</R00>
						<R01>-1.00555664e-022</R01>
						<R02>1.37718911e-023</R02>
						<R10>1.00555664e-022</R10>
						<R11>1</R11>
						<R12>-1.07703962e-022</R12>
						<R20>-1.37718911e-023</R20>
						<R21>1.07703962e-022</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX151">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-133.5</X>
						<Y>20.8985348</Y>
						<Z>-188.5</Z>
						<R00>1</R00>
						<R01>-1.00555664e-022</R01>
						<R02>1.37718911e-023</R02>
						<R10>1.00555664e-022</R10>
						<R11>1</R11>
						<R12>-1.07703962e-022</R12>
						<R20>-1.37718911e-023</R20>
						<R21>1.07703962e-022</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX156">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Zombie</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">14</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX157">
				<Properties>
					<int name="HeadColor">119</int>
					<int name="LeftArmColor">119</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">119</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">199</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX158">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX155">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-130.5</X>
						<Y>26.8985348</Y>
						<Z>-188.5</Z>
						<R00>1</R00>
						<R01>-1.00555664e-022</R01>
						<R02>1.37718911e-023</R02>
						<R10>1.00555664e-022</R10>
						<R11>1</R11>
						<R12>-1.07703962e-022</R12>
						<R20>-1.37718911e-023</R20>
						<R21>1.07703962e-022</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX153">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-139.5</X>
						<Y>26.8985348</Y>
						<Z>-188.5</Z>
						<R00>1</R00>
						<R01>-1.00555664e-022</R01>
						<R02>1.37718911e-023</R02>
						<R10>1.00555664e-022</R10>
						<R11>1</R11>
						<R12>-1.07703962e-022</R12>
						<R20>-1.37718911e-023</R20>
						<R21>1.07703962e-022</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>3</X>
						<Y>6</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX145">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-135</X>
						<Y>31.3985348</Y>
						<Z>-188.5</Z>
						<R00>1</R00>
						<R01>-1.00555664e-022</R01>
						<R02>1.37718911e-023</R02>
						<R10>1.00555664e-022</R10>
						<R11>1</R11>
						<R12>-1.07703962e-022</R12>
						<R20>-1.37718911e-023</R20>
						<R21>1.07703962e-022</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>6</X>
						<Y>3</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX159">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX160">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes
------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2, -5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 2, -5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new( 5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:makeJoints()
    script.Parent:remove()

end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




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-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end

print(&quot;ending robot script&quot;)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX161">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Find and Stomp</string>
					<string name="Source">local lleg = script.Parent:FindFirstChild(&quot;Left Leg&quot;)
local rleg = script.Parent:FindFirstChild(&quot;Right Leg&quot;)


function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			zombie = temp2:findFirstChild(&quot;IsaMorph&quot;) -- this line keeps the bad guy from eating other bad guy morphs by checking for a morph
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) and (zombie ==nil) then  -- the (zombie ==nil) also checks for morph
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end


function Hit(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if hit.Parent ~= nil then
	local human1 = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if human1 ~= nil then
	human1.Health =  human1.Health -4
	end
	end
end

lleg.Touched:connect(Hit)
rleg.Touched:connect(Hit)


--wait(math.random(0,5)/10)
while true do
	wait(0.5)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Zombie:MoveTo(target.Position, target)
	end
end</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX162">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BloodScript</string>
					<string name="Source">function onPlayerDied(dead)
	local h = script.Parent.Zombie
		if (h.Health==0) then
			local head = script.Parent.Head
			local blood1 = Instance.new(&quot;Part&quot;)
			blood1.BrickColor = BrickColor.new(21)
			blood1.formFactor = 2
			blood1.Size = Vector3.new(1, 0.4, 1)
			blood1.Position = head.Position
			blood1.Name = &quot;Blood&quot;
			blood1.Parent = script.Parent
			local blood2 = Instance.new(&quot;Part&quot;)
			blood2.BrickColor = BrickColor.new(21)
			blood2.formFactor = 2
			blood2.Size = Vector3.new(1, 0.4, 1)
			blood2.Position = head.Position
			blood2.Name = &quot;Blood&quot;
			blood2.Parent = script.Parent
			local blood3 = Instance.new(&quot;Part&quot;)
			blood3.BrickColor = BrickColor.new(21)
			blood3.formFactor = 2
			blood3.Size = Vector3.new(1, 0.4, 1)
			blood3.Position = head.Position
			blood3.Name = &quot;Blood&quot;
			blood3.Parent = script.Parent
			local blood4 = Instance.new(&quot;Part&quot;)
			blood4.BrickColor = BrickColor.new(21)
			blood4.formFactor = 2
			blood4.Size = Vector3.new(1, 0.4, 1)
			blood4.Position = head.Position
			blood4.Name = &quot;Blood&quot;
			blood4.Parent = script.Parent

			game:GetService(&quot;Debris&quot;):AddItem(Blood, .5) -- get rid of Blood after a certain amount of time			

		end
end

script.Parent.Zombie.Died:connect(onPlayerDied)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX163">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">XP and Money Script</string>
					<string name="Source">local Humanoid = script.Parent.Zombie -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBX164">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">SaveWeapons</string>
				<string name="Source">--Credit to Zuka, Who is probably gone :(

function saveWeapons(player)
	local bin = Instance.new(&quot;HopperBin&quot;)
	bin.Parent = game.Lighting
	bin.Name = player.Name
	local stuff = player.Backpack:GetChildren()
	for i = 1,#stuff do
		local name = stuff[i].Name
		if game.StarterPack:findFirstChild(name)==nil then
			stuff[i]:Clone().Parent = bin
		end
	end
	local char = player.Character:GetChildren()
	for i = 1,#char do
		if char[i].className == &quot;Tool&quot; then
			local name = char[i].Name
			if game.StarterPack:findFirstChild(name)==nil then
				char[i]:Clone().Parent = bin
			end
		end
	end
end
		
function onRespawned(player)
	local findBin = game.Lighting:findFirstChild(player.Name)
	if findBin~=nil then
		local stuff = findBin:GetChildren()
		for i = 1,#stuff do
			stuff[i]:Clone().Parent = player.Backpack
		end
		findBin:Remove()
	end
	player.Character.Humanoid.Died:connect(function()
		saveWeapons(player)
	end)
end

function onPlayerEntered(newPlayer)
	newPlayer.Changed:connect(function (property)
		if (property == &quot;Character&quot;) then
			onRespawned(newPlayer)
		end
	end)
	while true do
		if newPlayer.Character~=nil then break end
		wait()
	end
	newPlayer.Character.Humanoid.Died:connect(function()
		saveWeapons(newPlayer)
	end)
end

game.Players.PlayerAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX165">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
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							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">RBX166</Ref>
						<Ref name="Part1">RBX192</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX193">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-8</X>
							<Y>2</Y>
							<Z>3</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="DesiredAngle">0.073600322</float>
						<float name="MaxVelocity">0.5</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">RBX194</Ref>
						<Ref name="Part1">RBX166</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX195">
					<Properties>
						<token name="Face">1</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1141837</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX196">
					<Properties>
						<token name="Face">4</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=3235260</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="BodyColors" referent="RBX197">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">194</int>
					<int name="LeftLegColor">5</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">194</int>
					<int name="RightLegColor">5</int>
					<int name="TorsoColor">21</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX198">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Zombie</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">14</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX199">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local lleg = script.Parent:FindFirstChild(&quot;Left Leg&quot;)
local rleg = script.Parent:FindFirstChild(&quot;Right Leg&quot;)
local rlleg = script.Parent:FindFirstChild(&quot;Rear Left Leg&quot;)
local rrleg = script.Parent:FindFirstChild(&quot;Rear Right Leg&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)
local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local flarm = script.Parent:FindFirstChild(&quot;Front Left Arm&quot;)
local frarm = script.Parent:FindFirstChild(&quot;Front Right Arm&quot;)
local torso = script.Parent:FindFirstChild(&quot;Torso&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			zombie = temp2:findFirstChild(&quot;IsaMorph&quot;) -- this line keeps the bad guy from chasing other bad guy morphs by checking for a morph
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) and (zombie ==nil) then  -- the (zombie ==nil) also checks for morph
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health -5
	end
end

lleg.Touched:connect(Hit)
rleg.Touched:connect(Hit)
rlleg.Touched:connect(Hit)
rrleg.Touched:connect(Hit)
rarm.Touched:connect(Hit)
larm.Touched:connect(Hit)
flarm.Touched:connect(Hit)
frarm.Touched:connect(Hit)
torso.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Zombie:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX200">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX201">
				<Properties>
					<string name="Name">Timber</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX202">
				<Properties>
					<string name="Name">hit</string>
					<int name="Value">5</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX203">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BloodScript</string>
					<string name="Source">function onPlayerDied(dead)
	local h = script.Parent.Zombie
		if (h.Health==0) then
			local head = script.Parent.Head
			local blood1 = Instance.new(&quot;Part&quot;)
			blood1.BrickColor = BrickColor.new(21)
			blood1.formFactor = 2
			blood1.Size = Vector3.new(1, 0.4, 1)
			blood1.Position = head.Position
			blood1.Name = &quot;Blood&quot;
			blood1.Parent = script.Parent
			local blood2 = Instance.new(&quot;Part&quot;)
			blood2.BrickColor = BrickColor.new(21)
			blood2.formFactor = 2
			blood2.Size = Vector3.new(1, 0.4, 1)
			blood2.Position = head.Position
			blood2.Name = &quot;Blood&quot;
			blood2.Parent = script.Parent
			local blood3 = Instance.new(&quot;Part&quot;)
			blood3.BrickColor = BrickColor.new(21)
			blood3.formFactor = 2
			blood3.Size = Vector3.new(1, 0.4, 1)
			blood3.Position = head.Position
			blood3.Name = &quot;Blood&quot;
			blood3.Parent = script.Parent
			local blood4 = Instance.new(&quot;Part&quot;)
			blood4.BrickColor = BrickColor.new(21)
			blood4.formFactor = 2
			blood4.Size = Vector3.new(1, 0.4, 1)
			blood4.Position = head.Position
			blood4.Name = &quot;Blood&quot;
			blood4.Parent = script.Parent

			game:GetService(&quot;Debris&quot;):AddItem(Blood, .5) -- get rid of Blood after a certain amount of time

		end
end

script.Parent.Zombie.Died:connect(onPlayerDied)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX186">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>179.5</X>
						<Y>24.8067169</Y>
						<Z>183.5</Z>
						<R00>-1</R00>
						<R01>-2.03823419e-022</R01>
						<R02>-8.48242719e-022</R02>
						<R10>-2.03823419e-022</R10>
						<R11>1</R11>
						<R12>1.97294908e-022</R12>
						<R20>8.48242719e-022</R20>
						<R21>1.97294908e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX204">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX184">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>180.5</X>
						<Y>24.3067169</Y>
						<Z>180.5</Z>
						<R00>-1</R00>
						<R01>-2.03823419e-022</R01>
						<R02>-8.48242719e-022</R02>
						<R10>-2.03823419e-022</R10>
						<R11>1</R11>
						<R12>1.97294908e-022</R12>
						<R20>8.48242719e-022</R20>
						<R21>1.97294908e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX205">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX194">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>164.5</X>
						<Y>24.8067169</Y>
						<Z>183.5</Z>
						<R00>-1</R00>
						<R01>-2.03823419e-022</R01>
						<R02>-8.48242719e-022</R02>
						<R10>-2.03823419e-022</R10>
						<R11>1</R11>
						<R12>1.97294908e-022</R12>
						<R20>8.48242719e-022</R20>
						<R21>1.97294908e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX206">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX192">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>163.5</X>
						<Y>24.3067169</Y>
						<Z>180.5</Z>
						<R00>-1</R00>
						<R01>-2.03823419e-022</R01>
						<R02>-8.48242719e-022</R02>
						<R10>-2.03823419e-022</R10>
						<R11>1</R11>
						<R12>1.97294908e-022</R12>
						<R20>8.48242719e-022</R20>
						<R21>1.97294908e-022</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX207">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX188">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>179</X>
						<Y>24.8067169</Y>
						<Z>174.5</Z>
						<R00>-8.48242719e-022</R00>
						<R01>-2.03823419e-022</R01>
						<R02>1</R02>
						<R10>1.97294908e-022</R10>
						<R11>1</R11>
						<R12>2.03823419e-022</R12>
						<R20>-1</R20>
						<R21>1.97294908e-022</R21>
						<R22>-8.48242719e-022</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Rear Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX208">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX190">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>165</X>
						<Y>24.8067169</Y>
						<Z>174.5</Z>
						<R00>8.48242719e-022</R00>
						<R01>-2.03823419e-022</R01>
						<R02>-1</R02>
						<R10>-1.97294908e-022</R10>
						<R11>1</R11>
						<R12>-2.03823419e-022</R12>
						<R20>1</R20>
						<R21>1.97294908e-022</R21>
						<R22>8.48242719e-022</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Rear Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>4</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX209">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">3</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX177">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>175</X>
						<Y>24.3067169</Y>
						<Z>188.5</Z>
						<R00>8.48242719e-022</R00>
						<R01>-2.03823419e-022</R01>
						<R02>-1</R02>
						<R10>-1.97294908e-022</R10>
						<R11>1</R11>
						<R12>-2.03823419e-022</R12>
						<R20>1</R20>
						<R21>1.97294908e-022</R21>
						<R22>8.48242719e-022</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Front Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>5</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX210">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX179">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>169</X>
						<Y>24.3067169</Y>
						<Z>188.5</Z>
						<R00>-8.48242719e-022</R00>
						<R01>-2.03823419e-022</R01>
						<R02>1</R02>
						<R10>1.97294908e-022</R10>
						<R11>1</R11>
						<R12>2.03823419e-022</R12>
						<R20>-1</R20>
						<R21>1.97294908e-022</R21>
						<R22>-8.48242719e-022</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Front Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>5</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX211">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX212">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-9, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(9, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(8, 2, 3, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-8, 2, 3, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

itrlh=miked.Torso:findFirstChild(&quot;Rear Left Hip&quot;)
itrlh.Part0=miked.Torso
itrlh.Part1=miked:findFirstChild(&quot;Rear Left Leg&quot;)
itrlh.C0=CFrame.new(-7, -1.5, 6, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrrh=miked.Torso:findFirstChild(&quot;Rear Right Hip&quot;)
itrrh.Part0=miked.Torso
itrrh.Part1=miked:findFirstChild(&quot;Rear Right Leg&quot;)
itrrh.C0=CFrame.new(7, -1.5, 6, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itfls=miked.Torso:findFirstChild(&quot;Front Left Shoulder&quot;)
itfls.Part1=miked.Torso
itfls.C0=CFrame.new(-8, 2, 3, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itfls.Part0=miked:findFirstChild(&quot;Front Left Arm&quot;)

itfrs=miked.Torso:findFirstChild(&quot;Front Right Shoulder&quot;)
itfrs.Part1=miked.Torso
itfrs.C0=CFrame.new(8, 2, 3, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itfrs.Part0=miked:findFirstChild(&quot;Front Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local FrontRightShoulder = waitForChild(Torso, &quot;Front Right Shoulder&quot;)
local FrontLeftShoulder = waitForChild(Torso, &quot;Front Left Shoulder&quot;)
local RearRightHip = waitForChild(Torso, &quot;Rear Right Hip&quot;)
local RearLeftHip = waitForChild(Torso, &quot;Rear Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Zombie&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	FrontRightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	FrontLeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
	RearLeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1	
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	FrontRightShoulder.MaxVelocity = 60
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = -1.57
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	FrontRightShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.MaxVelocity = 40
	RearRightHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RearRightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	RightRearHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	FrontLeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	FrontRightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	FrontLeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	FrontRightShoulder.DesiredAngle = -314 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	FrontLeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	RearRightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
	RearLeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		FrontRightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontLeftShoulder.MaxVelocity = 0.5
		RearRightHip.MaxVelocity = 0.5
		RearLeftHip.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = -1.57
		FrontLeftShoulder.DesiredAngle = 1.0
		RearRightHip.DesiredAngle = 1.57
		RearLeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	FrontRightShoulder.MaxVelocity = 0.1
	FrontLeftShoulder.MaxVelocity = 0.1
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		FrontRightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearLeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		FrontRightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = -2.14
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
		wait(.2)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = 0
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX213">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">README</string>
						<string name="Source">--To change the trees hp, adjust the value in &quot;hit&quot;. Also look in the axe-tools script to adjust how much damage
--the axe deals, and how much money is awarded per tree.</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX214">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">XP and Money Script</string>
					<string name="Source">local Humanoid = script.Parent.Zombie -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX215">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
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					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Palm Tree</string>
				<Ref name="PrimaryPart">RBX216</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX217">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Model</string>
					<Ref name="PrimaryPart">RBX216</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX218">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
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						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>25.5</X>
							<Y>101.5</Y>
							<Z>40.5</Z>
							<R00>0</R00>
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							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
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						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX219">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>24.5</X>
							<Y>100.300003</Y>
							<Z>39.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX220">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>24.5</X>
							<Y>99.0999985</Y>
							<Z>39.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
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						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
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						<token name="FrontSurfaceInput">0</token>
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						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
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						<token name="RightSurfaceInput">0</token>
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						</Vector3>
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						<token name="TopSurfaceInput">0</token>
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						<Vector3 name="Velocity">
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						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX221">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
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						<token name="BottomSurface">0</token>
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						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
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							<Y>100.300003</Y>
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							<R00>0</R00>
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							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
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						<bool name="DraggingV1">false</bool>
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						<token name="LeftSurface">0</token>
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						<float name="RightParamA">-0.5</float>
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						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
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						</Vector3>
						<float name="TopParamA">-0.5</float>
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						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
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						</Vector3>
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						<token name="shape">1</token>
						<Vector3 name="size">
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						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX222">
					<Properties>
						<bool name="Anchored">true</bool>
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						<token name="BackSurfaceInput">0</token>
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						<token name="BottomSurface">0</token>
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						<int name="BrickColor">141</int>
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						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
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						<bool name="DraggingV1">false</bool>
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						<token name="FormFactor">1</token>
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						<token name="FrontSurfaceInput">0</token>
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						<token name="LeftSurface">0</token>
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						<Vector3 name="RotVelocity">
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						</Vector3>
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						<Vector3 name="Velocity">
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							<Z>0</Z>
						</Vector3>
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						<Vector3 name="size">
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						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX223">
					<Properties>
						<bool name="Anchored">true</bool>
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						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>38.5</X>
							<Y>93.0999985</Y>
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							<R00>-1</R00>
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							<R02>-0</R02>
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							<R11>1</R11>
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							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
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						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
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						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
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						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
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						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
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						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
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						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
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							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX216">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">18</int>
						<CoordinateFrame name="CFrame">
							<X>35.5</X>
							<Y>89.5</Y>
							<Z>50.5</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
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							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
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						<bool name="DraggingV1">false</bool>
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						<token name="FormFactor">1</token>
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						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
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						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
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						</Vector3>
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						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
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						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>7</X>
							<Y>6</Y>
							<Z>7</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX224">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>35.5</X>
							<Y>93.0999985</Y>
							<Z>50.5</Z>
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						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>4.80000019</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX913">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Model</string>
					<Ref name="PrimaryPart">RBX914</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX914">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">25</int>
						<CoordinateFrame name="CFrame">
							<X>19.5</X>
							<Y>70.9000015</Y>
							<Z>-38.5</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>96</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX915">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">106</int>
				<CoordinateFrame name="CFrame">
					<X>4.5</X>
					<Y>98.4000015</Y>
					<Z>-27.5</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>-0</R10>
					<R11>1</R11>
					<R12>-0</R12>
					<R20>-0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Caution sign</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>1</X>
					<Y>7.20000029</Y>
					<Z>11</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX916">
				<Properties>
					<token name="Face">3</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>http://www.roblox.com/asset/?id=3972281</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBX917">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><url>http://www.roblox.com/asset/?id=1311981</url></Content>
				<string name="Name">VoteKicker</string>
				<string name="Source">print(&quot;Hello world!&quot;)
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX918">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">BanScript</string>
				<string name="Source">print(&quot;Ban Script 1.0 Loaded&quot;)

---------------------------------------------------
-- This script adds the &quot;ban&quot; command to your game.
-- Certain players can type &quot;ban [player name]&quot; to ban an abusive player from your place.
--
-- You can add your name to the &apos;speakers&apos; list, allowing you to use the command.
-- You can also add your friend&apos;s name, if you want.
--
-- You can add a person&apos;s name to the &apos;banned&apos; list if you don&apos;t want them to enter your place.
-- You will not have to use the ban command on them since they&apos;re already banned.
--
-- When banning someone, you don&apos;t need to type the player&apos;s full name, just enough letters
-- to be sure of who you want to ban.
--
-- For example: if Builderman and Builderdude are in-game, &quot;ban builderm&quot; is enough.
-- if Builderman and Telamon are the only people in the game, you can ban both
-- by typing &quot;ban b t&quot;
--
-- Ambiguous bans are ignored:
-- Example: Builderman and Builderdude are in-game. &quot;ban bu&quot; is ambiguous.
---------------------------------------------------

-- This hack brought to you by Anaminus, with lots of bits looted from Telamon. Muahaha.

-- If you find bugs in this script, let Anaminus know about them. No, there is no reward. He is not that all-mighty.


speakers = 	{&quot;Plad&quot;, &quot;&quot;, &quot;&quot;} 		-- Those who can say the command
banned = 	{&quot;BooWhooMoo&quot;, &quot;&quot;, &quot;&quot;} 		-- Those who are banned, BooWhooMoo for being rude about giant place and saying it was bad

function checkSpeakers(name)

	-- check if name matches a speaker
	for i,v in pairs(speakers) do
		-- convert names to all upper case, otherwise we will allow 
		-- &quot;Telamon&quot; but not &quot;telamon&quot; or &quot;tELAMON&quot; 
                if (string.upper(name) == string.upper(v)) then return true end
        end
        return false
end

function banPlayer(banner, victim)

	-- remove if the victim is not also the speaker
	if (victim ~= banner) then
		victim:Remove()
		banned[victim.Name] = victim.Name
	end
end

function matchPlayer(str)

	-- find all players that start with the str
	-- if there is only one, match it
	-- 0 or 2+, don&apos;t match it
	local result = nil

	local players = game.Players:GetPlayers()

	for i,v in pairs(game.Players:GetPlayers()) do
		if (string.find(string.lower(v.Name), str) == 1) then
			if (result ~= nil) then return nil end
			result = v
		end
	end

	return result
end

function onChatted(msg, recipient, speaker)

	-- convert to all lower case
	local source = string.lower(speaker.Name)
	msg = string.lower(msg)

	-- ban the following players
	-- &quot;ban telamon buildman wookong&quot;
	if (string.find(msg, &quot;ban&quot;) == 1) then --- msg starts with &quot;ban&quot;
		-- words and numbers
		for word in msg:gmatch(&quot;%w+&quot;) do 
			local p = matchPlayer(word)
			if (p ~= nil) then
				banPlayer(speaker, p)
			end
		end
	end
end

function onPlayerEntered(newPlayer)

	-- remove banned player if they try to come back in
	for i,v in pairs(banned) do
		if (v:lower() == newPlayer.Name:lower()) then
			newPlayer:Remove()
		end
	end
	if checkSpeakers(newPlayer.Name) then
		newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end) 
	end
end

game.Players.PlayerAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX919">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Regenerate Treehouse</string>
				<string name="Source">model = game.Workspace.Treehouse



backup = model:clone()

while true do
	wait(300)
	model:remove()
	wait(5) --- for everyone to fall to their doom
	model = backup:clone()
	model.Parent = game.Workspace
	model:makeJoints()

end
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX920">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Elevator</string>
				<Ref name="PrimaryPart">RBX921</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX921">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">1</int>
					<CoordinateFrame name="CFrame">
						<X>-48.8444901</X>
						<Y>21.0093365</Y>
						<Z>150.05632</Z>
						<R00>3.1188494e-009</R00>
						<R01>3.9716947e-006</R01>
						<R02>1</R02>
						<R10>1.65375627e-006</R10>
						<R11>1</R11>
						<R12>-3.9716947e-006</R12>
						<R20>-1</R20>
						<R21>1.65375627e-006</R21>
						<R22>3.11228132e-009</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Location1</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">1</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1.20000005</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX922">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">1</int>
					<CoordinateFrame name="CFrame">
						<X>-41.8444901</X>
						<Y>110.409546</Y>
						<Z>18.0563278</Z>
						<R00>3.1188494e-009</R00>
						<R01>3.9716947e-006</R01>
						<R02>1</R02>
						<R10>1.65375627e-006</R10>
						<R11>1</R11>
						<R12>-3.9716947e-006</R12>
						<R20>-1</R20>
						<R21>1.65375627e-006</R21>
						<R22>3.11228132e-009</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Location2</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">1</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1.20000005</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX923">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-48.8294296</X>
						<Y>31.7696648</Y>
						<Z>149.479431</Z>
						<R00>1</R00>
						<R01>-2.84635687e-023</R01>
						<R02>3.30176596e-023</R02>
						<R10>2.84635687e-023</R10>
						<R11>1</R11>
						<R12>-3.8649325e-023</R12>
						<R20>-3.30176596e-023</R20>
						<R21>3.8649325e-023</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">MovingPlatform</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>-7.81944173e-025</X>
						<Y>-5.61416529e-025</Y>
						<Z>-2.3102896e-025</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>-0.0150778219</X>
						<Y>-0.156693265</Y>
						<Z>0.577445805</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>29</X>
						<Y>1.20000005</Y>
						<Z>22</Z>
					</Vector3>
				</Properties>
				<Item class="BodyPosition" referent="RBX924">
					<Properties>
						<float name="D">1000</float>
						<string name="Name">BodyPosition</string>
						<float name="P">1000</float>
						<bool name="archivable">true</bool>
						<Vector3 name="maxForce">
							<X>40000</X>
							<Y>400000</Y>
							<Z>40000</Z>
						</Vector3>
						<Vector3 name="position">
							<X>-41.8444901</X>
							<Y>110.409546</Y>
							<Z>18.0563278</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="BodyGyro" referent="RBX925">
					<Properties>
						<float name="D">6400</float>
						<string name="Name">BodyGyro</string>
						<float name="P">400</float>
						<bool name="archivable">true</bool>
						<CoordinateFrame name="cframe">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<Vector3 name="maxTorque">
							<X>400000</X>
							<Y>400000</Y>
							<Z>400000</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX926">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Move</string>
						<string name="Source">--Moving Platform Script by WackoMcGoose

--Time is how many seconds the platform will wait. Edit it below.
time =10

while true do
--For this to work, there must be two bricks named Location1 and Location2 in the same model as MovingPlatform.
--Location1 and Location2 must be Anchored, Transparent = 1, and not CanCollidable
script.Parent.BodyPosition.position = script.Parent.Parent.Location1.Position
wait(time)
script.Parent.BodyPosition.position = script.Parent.Parent.Location2.Position
wait(time)
end </string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX927">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Monster Island</string>
				<Ref name="PrimaryPart">RBX928</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX928">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-186.998444</X>
						<Y>18.1832275</Y>
						<Z>229.010544</Z>
						<R00>1</R00>
						<R01>-2.4519557e-005</R01>
						<R02>8.49906937e-005</R02>
						<R10>2.45295178e-005</R10>
						<R11>1</R11>
						<R12>-0.0001171904</R12>
						<R20>-8.49878124e-005</R20>
						<R21>0.000117192481</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 1</string>
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					<float name="RightParamB">0.5</float>
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					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>194</X>
						<Y>0.400000006</Y>
						<Z>204</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX929">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-191.612762</X>
						<Y>20.0631199</Y>
						<Z>224.474396</Z>
						<R00>0.999998152</R00>
						<R01>-0.00188877189</R01>
						<R02>-0.000370775582</R02>
						<R10>0.0018892939</R10>
						<R11>0.999997199</R11>
						<R12>0.00141280319</R12>
						<R20>0.000368106092</R20>
						<R21>-0.0014135011</R21>
						<R22>0.999998927</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 7</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>177</X>
						<Y>0.400000006</Y>
						<Z>179</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX930">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
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					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">37</int>
					<CoordinateFrame name="CFrame">
						<X>-186.684921</X>
						<Y>21.7946186</Y>
						<Z>224.906113</Z>
						<R00>0.999992847</R00>
						<R01>-0.0037884051</R01>
						<R02>1.09247558e-005</R02>
						<R10>0.00378839998</R10>
						<R11>0.999992728</R11>
						<R12>0.000448047242</R12>
						<R20>-1.26220602e-005</R20>
						<R21>-0.000448002625</R21>
						<R22>0.999999881</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 11</string>
					<float name="Reflectance">0</float>
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					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
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					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>139</X>
						<Y>0.400000006</Y>
						<Z>148</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX931">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
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					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-186.995819</X>
						<Y>21.3949184</Y>
						<Z>225.630081</Z>
						<R00>0.999992669</R00>
						<R01>-0.00378238596</R01>
						<R02>0.000549125252</R02>
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						<R11>0.999992728</R11>
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						<R20>-0.000550843717</R20>
						<R21>-0.000453312154</R21>
						<R22>0.999999762</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
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					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Beach 10</string>
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					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
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					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>146</X>
						<Y>0.400000006</Y>
						<Z>155</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX932">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
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					<CoordinateFrame name="CFrame">
						<X>-187.049179</X>
						<Y>20.6539097</Y>
						<Z>225.478317</Z>
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						<R21>-0.0010310458</R21>
						<R22>0.999998689</R22>
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					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
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					<float name="FrontParamB">0.5</float>
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					<string name="Name">Beach 9</string>
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						<X>0</X>
						<Y>0</Y>
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						<Z>0</Z>
					</Vector3>
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						<Y>0.400000006</Y>
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					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX933">
				<Properties>
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					<CoordinateFrame name="CFrame">
						<X>-188.015274</X>
						<Y>21.0280819</Y>
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						<R00>0.999991536</R00>
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						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
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					<token name="shape">1</token>
					<Vector3 name="size">
						<X>162</X>
						<Y>0.400000006</Y>
						<Z>169</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX934">
				<Properties>
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					<CoordinateFrame name="CFrame">
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						<Y>18.5699558</Y>
						<Z>228.515839</Z>
						<R00>1</R00>
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					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>29</X>
						<Y>1.20000005</Y>
						<Z>5</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX960">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>-249</X>
						<Y>86.0999985</Y>
						<Z>226.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>131</X>
						<Y>1.20000005</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
			</Item>
		</Item>
		<Item class="SpawnLocation" referent="RBX961">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">true</bool>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">23</int>
				<CoordinateFrame name="CFrame">
					<X>-139.249786</X>
					<Y>22.4573231</Y>
					<Z>244.294006</Z>
					<R00>-0.999985456</R00>
					<R01>-4.11488181e-005</R01>
					<R02>-0.00539342966</R02>
					<R10>-4.02944715e-005</R10>
					<R11>1</R11>
					<R12>-0.000158596056</R12>
					<R20>0.00539343618</R20>
					<R21>-0.000158378272</R21>
					<R22>-0.999985456</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<int name="Duration">10</int>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">2</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">2</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">SpawnLocation</string>
				<bool name="Neutral">false</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">26</int>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>27</X>
					<Y>0.400000006</Y>
					<Z>37</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX962">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX963">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Treehouse</string>
				<Ref name="PrimaryPart">RBX964</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX965">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Brick Buyer</string>
					<Ref name="PrimaryPart">RBX966</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX967">
					<Properties>
						<token name="Controller">7</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Buy Brick:  $4</string>
						<Ref name="PrimaryPart">RBX966</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Humanoid" referent="RBX968">
						<Properties>
							<float name="Health">0</float>
							<bool name="Jump">false</bool>
							<float name="MaxHealth">0</float>
							<string name="Name">Humanoid</string>
							<bool name="Sit">false</bool>
							<bool name="Strafe">false</bool>
							<Vector3 name="TargetPoint">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="WalkDirection">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="WalkRotationalVelocity">0</float>
							<float name="WalkSpeed">16</float>
							<Ref name="WalkToPart">null</Ref>
							<Vector3 name="WalkToPoint">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX966">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">192</int>
							<CoordinateFrame name="CFrame">
								<X>58.5338135</X>
								<Y>86.4467926</Y>
								<Z>-48.4847412</Z>
								<R00>-0.999999046</R00>
								<R01>-5.11051621e-005</R01>
								<R02>-0.000238531415</R02>
								<R10>-5.11034195e-005</R10>
								<R11>1</R11>
								<R12>-7.31173304e-006</R12>
								<R20>0.000238531808</R20>
								<R21>-7.2995349e-006</R21>
								<R22>-0.999999046</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Head</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>5</X>
								<Y>2.4000001</Y>
								<Z>5</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX969">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Brick Buy Script</string>
								<string name="Source">print(&quot;Brick Buy Script by Plad loaded&quot;)

local debounce = false

function getPlayer(humanoid) 
	local players = game.Players:children() 
		for i = 1, #players do 
			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 

end 


function onTouch(part) 

	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 

	if (human ~= nil) and debounce == false then
	debounce = true

	local player = getPlayer(human) 
	if (player == nil) then return end 
		user = game.Players:findFirstChild(human.Parent.Name)
	local gold = user.leaderstats.Money
		if gold.Value &gt;= 4 then
		gold.Value = gold.Value - 4
		m = Instance.new(&quot;Hint&quot;)
		m.Text = &quot;You just bought a Brick!&quot;
		m.Parent = player
		local Brick = Instance.new(&quot;Part&quot;)
			Brick.Parent = game.Workspace
			Brick.Anchored = true
			Brick.Position = human.Torso.Position + Vector3.new(2, 0, 0)
			Brick.Shape = 1
			Brick.formFactor = &quot;Brick&quot;
			Brick.Name = &quot;Brick&quot;
			Brick.BrickColor = BrickColor.new(192)
			Brick.Size = Vector3.new(5, 2.4, 5)

			game:GetService(&quot;Debris&quot;):AddItem(Brick, 1500) -- get rid of Brick after a certain amount of time

		wait(3)
		m.Parent = nil

	else

		m = Instance.new(&quot;Hint&quot;)
		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $4.&quot;
		m.Parent = player
		wait(3)
		m.Parent = nil

	end

	wait(2)
	debounce = false

	end

end



script.Parent.Touched:connect(onTouch) 
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX970">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Brick Buyer</string>
					<Ref name="PrimaryPart">RBX971</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX972">
					<Properties>
						<token name="Controller">7</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Buy Brick:  $10</string>
						<Ref name="PrimaryPart">RBX971</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Humanoid" referent="RBX973">
						<Properties>
							<float name="Health">0</float>
							<bool name="Jump">false</bool>
							<float name="MaxHealth">0</float>
							<string name="Name">Humanoid</string>
							<bool name="Sit">false</bool>
							<bool name="Strafe">false</bool>
							<Vector3 name="TargetPoint">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="WalkDirection">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="WalkRotationalVelocity">0</float>
							<float name="WalkSpeed">16</float>
							<Ref name="WalkToPart">null</Ref>
							<Vector3 name="WalkToPoint">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX971">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">141</int>
							<CoordinateFrame name="CFrame">
								<X>60.4000015</X>
								<Y>90.7000046</Y>
								<Z>-32</Z>
								<R00>-0</R00>
								<R01>-1</R01>
								<R02>0</R02>
								<R10>-0</R10>
								<R11>-0</R11>
								<R12>1</R12>
								<R20>-1</R20>
								<R21>-0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Head</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>12</X>
								<Y>1.20000005</Y>
								<Z>11</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX974">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Brick Buy Script</string>
								<string name="Source">print(&quot;Brick Buy Script by Plad loaded&quot;)

local debounce = false

function getPlayer(humanoid) 
	local players = game.Players:children() 
		for i = 1, #players do 
			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 

end 


function onTouch(part) 

local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
	if (human ~= nil) and (zombie ==nil) and debounce == false then
	debounce = true
	local player = getPlayer(human) 
	if (player == nil) then return end 
		user = game.Players:findFirstChild(human.Parent.Name)
	local gold = user.leaderstats.Money
		if gold.Value &gt;= 10 then
		gold.Value = gold.Value - 10
		m = Instance.new(&quot;Hint&quot;)
		m.Text = &quot;You just bought a Brick!&quot;
		m.Parent = player
		local Brick = Instance.new(&quot;Part&quot;)
			Brick.Parent = game.Workspace
			Brick.Anchored = true
			Brick.Position = human.Torso.Position + Vector3.new(7, 0, 0)
			Brick.Shape = 1
			Brick.formFactor = &quot;Brick&quot;
			Brick.Name = &quot;Brick&quot;
			Brick.BrickColor = BrickColor.new(141)
			Brick.Size = Vector3.new(12, 1.2, 11)

			game:GetService(&quot;Debris&quot;):AddItem(Brick, 1500) -- get rid of Brick after a certain amount of time

		wait(3)
		m.Parent = nil

	else

		m = Instance.new(&quot;Hint&quot;)
		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $10.&quot;
		m.Parent = player
		wait(3)
		m.Parent = nil

	end

	wait(2)
	debounce = false

	end

end



script.Parent.Touched:connect(onTouch) 
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX975">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Brick Buyer</string>
					<Ref name="PrimaryPart">RBX976</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX977">
					<Properties>
						<token name="Controller">7</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Buy Brick:  $1</string>
						<Ref name="PrimaryPart">RBX976</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Humanoid" referent="RBX978">
						<Properties>
							<float name="Health">0</float>
							<bool name="Jump">false</bool>
							<float name="MaxHealth">0</float>
							<string name="Name">Humanoid</string>
							<bool name="Sit">false</bool>
							<bool name="Strafe">false</bool>
							<Vector3 name="TargetPoint">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<Vector3 name="WalkDirection">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="WalkRotationalVelocity">0</float>
							<float name="WalkSpeed">16</float>
							<Ref name="WalkToPart">null</Ref>
							<Vector3 name="WalkToPoint">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX976">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">38</int>
							<CoordinateFrame name="CFrame">
								<X>59</X>
								<Y>85.8000031</Y>
								<Z>-25</Z>
								<R00>-0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Head</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>1.20000005</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX979">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Brick Buy Script</string>
								<string name="Source">print(&quot;Brick Buy Script by Plad loaded&quot;)

local debounce = false

function getPlayer(humanoid) 
	local players = game.Players:children() 
		for i = 1, #players do 
			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 

end 


function onTouch(part) 

local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
	if (human ~= nil) and (zombie ==nil) and debounce == false then
	debounce = true
	local player = getPlayer(human) 
	if (player == nil) then return end 
		user = game.Players:findFirstChild(human.Parent.Name)
	local gold = user.leaderstats.Money
		if gold.Value &gt;= 1 then
		gold.Value = gold.Value - 1
		m = Instance.new(&quot;Hint&quot;)
		m.Text = &quot;You just bought a Brick!&quot;
		m.Parent = player
		local Brick = Instance.new(&quot;Part&quot;)
			Brick.Parent = game.Workspace
			Brick.Anchored = true
			Brick.Position = human.Torso.Position + Vector3.new(2, 0, 0)
			Brick.Shape = 1
			Brick.formFactor = &quot;Brick&quot;
			Brick.Name = &quot;Brick&quot;
			Brick.BrickColor = BrickColor.new(18)
			Brick.Size = Vector3.new(4,1,2)

			game:GetService(&quot;Debris&quot;):AddItem(Brick, 1500) -- get rid of Brick after a certain amount of time

		wait(3)
		m.Parent = nil

	else

		m = Instance.new(&quot;Hint&quot;)
		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $1.&quot;
		m.Parent = player
		wait(3)
		m.Parent = nil

	end

	wait(2)
	debounce = false

	end

end



script.Parent.Touched:connect(onTouch) 
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Model" referent="RBX980">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Healing Spray: $10</string>
					<Ref name="PrimaryPart">RBX981</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX982">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-34</X>
							<Y>92.2000046</Y>
							<Z>-55.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX983">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-32.5</X>
							<Y>92.2000046</Y>
							<Z>-57.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX984">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie ==nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 10 then		gold.Value = gold.Value - 10		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You just bought Healing Spray!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;HealingSpray&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	else
		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $10.&quot;		m.Parent = player		wait(3)		m.Parent = nil
	end
	wait(2)	debounce = false
	end
end

script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX985">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-34</X>
							<Y>91.4000015</Y>
							<Z>-57.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>0.400000006</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX981">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-35</X>
							<Y>94.8002014</Y>
							<Z>-57.5</Z>
							<R00>-0.831468999</R00>
							<R01>-0.555569589</R01>
							<R02>0</R02>
							<R10>-0.555569589</R10>
							<R11>0.831468999</R11>
							<R12>0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>4</X>
							<Y>2.4000001</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX986">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">1</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX987">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-35.5</X>
							<Y>92.2000046</Y>
							<Z>-57.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX988">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">24</int>
						<CoordinateFrame name="CFrame">
							<X>-31.7999992</X>
							<Y>92.1002426</Y>
							<Z>-57.5</Z>
							<R00>0</R00>
							<R01>-1</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>-1</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX989">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX990">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-34</X>
							<Y>92.2000046</Y>
							<Z>-59.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Humanoid" referent="RBX991">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX992">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">23</int>
						<CoordinateFrame name="CFrame">
							<X>-33.5</X>
							<Y>92.0935135</Y>
							<Z>-57.5</Z>
							<R00>-1.13002459e-017</R00>
							<R01>4.32149394e-017</R01>
							<R02>-1</R02>
							<R10>-3.82818294e-017</R10>
							<R11>-1</R11>
							<R12>-4.32149394e-017</R12>
							<R20>-1</R20>
							<R21>3.82818294e-017</R21>
							<R22>1.13002459e-017</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Healing Spray Model</string>
						<float name="Reflectance">0.600000024</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX993">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1376459</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.899999976</X>
								<Y>0.899999976</Y>
								<Z>0.899999976</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX994">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">PresentScript</string>
						<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
	
	local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
	local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie == nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 10 then		gold.Value = gold.Value - 10		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You just bought healing potion!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;HealingSpray&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	else
		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $40.&quot;		m.Parent = player		wait(3)		m.Parent = nil
	end
	wait(2)	debounce = false

	end

end

script.Parent.Touched:connect(onTouch) 
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX995">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Crossbow:  Free</string>
					<Ref name="PrimaryPart">RBX996</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX997">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>-7.5</X>
							<Y>93.1999359</Y>
							<Z>-61.5499954</Z>
							<R00>0.999999702</R00>
							<R01>-2.51901544e-009</R01>
							<R02>1.12400966e-009</R02>
							<R10>1.01020403e-009</R10>
							<R11>-1.24144833e-007</R11>
							<R12>0.999999821</R12>
							<R20>2.54190513e-009</R20>
							<R21>-0.999999821</R21>
							<R22>2.11702655e-007</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX998">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">6</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.600000024</X>
								<Y>1</Y>
								<Z>0.899999976</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX999">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
	
	local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
	local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie == nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 0 then		gold.Value = gold.Value - 0		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You found a crossbow!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;CrossBow&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	wait(2)	debounce = false

	end
	end
end

script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX996">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-7.5</X>
							<Y>93.6999359</Y>
							<Z>-62.0999985</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>-1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Handle3</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>5</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1000">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.5</X>
								<Y>1</Y>
								<Z>0.5</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1001">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-7.5</X>
							<Y>94.1999283</Y>
							<Z>-61.9499969</Z>
							<R00>0.999999702</R00>
							<R01>-1.01020403e-009</R01>
							<R02>-2.54190513e-009</R02>
							<R10>1.01020403e-009</R10>
							<R11>-0.999999821</R11>
							<R12>-1.67934957e-007</R12>
							<R20>2.54190513e-009</R20>
							<R21>-1.67934957e-007</R21>
							<R22>-0.999999821</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Handle2</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1002">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1.75</X>
								<Y>0.600000024</Y>
								<Z>0.75</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=2081797</url></Content>
							<Vector3 name="VertexColor">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1003">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX1004">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">M9: $40</string>
					<Ref name="PrimaryPart">RBX1005</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1006">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-28.5</X>
							<Y>92.2000046</Y>
							<Z>-27</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1007">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-30.5</X>
							<Y>92.2000046</Y>
							<Z>-28.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1008">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie ==nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 40 then		gold.Value = gold.Value - 40		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You just bought an M9 Pistol!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;M9&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	else
		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $40.&quot;		m.Parent = player		wait(3)		m.Parent = nil
	end
	wait(2)	debounce = false
	end
end

script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1009">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-30.5</X>
							<Y>91.4000015</Y>
							<Z>-27</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>0.400000006</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1005">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>-30.5</X>
							<Y>94.799881</Y>
							<Z>-26.0001106</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>-0.555569589</R10>
							<R11>0.831468999</R11>
							<R12>0</R12>
							<R20>0.831468999</R20>
							<R21>0.555569589</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>4</X>
							<Y>2.4000001</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1010">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">1</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1011">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
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							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1168">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
	
	local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie == nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 0 then		gold.Value = gold.Value - 0		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You found a morph killer!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;MorphKiller&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	wait(2)	debounce = false

	end
	end
end

script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1165">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">153</int>
						<CoordinateFrame name="CFrame">
							<X>-23.5052567</X>
							<Y>99.366188</Y>
							<Z>-61.4169922</Z>
							<R00>-0.999994874</R00>
							<R01>0.00102945068</R01>
							<R02>-0.00301243644</R02>
							<R10>-0.00116332271</R10>
							<R11>-0.998996079</R11>
							<R12>0.04478091</R12>
							<R20>-0.00296331267</R20>
							<R21>0.0447841883</R21>
							<R22>0.998992264</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Handle3</string>
						<float name="Reflectance">0.600000024</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>5</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
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						<string name="Name">Handle2</string>
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							<string name="Name">Mesh</string>
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							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=2081797</url></Content>
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						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1172">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
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							<Y>0</Y>
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						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
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						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX1173">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
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					<string name="Name">SMG: $200</string>
					<Ref name="PrimaryPart">RBX1174</Ref>
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						<CoordinateFrame name="CFrame">
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						<CoordinateFrame name="CFrame">
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							<Y>0</Y>
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						<Vector3 name="size">
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							<Z>1</Z>
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					</Properties>
					<Item class="Script" referent="RBX1177">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie ==nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 200 then		gold.Value = gold.Value - 200		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You just bought a SMG!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;SMG&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	else
		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $200.&quot;		m.Parent = player		wait(3)		m.Parent = nil
	end
	wait(2)	debounce = false
	end
end

script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
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					</Item>
				</Item>
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							<Y>91.4000015</Y>
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							<Y>0</Y>
							<Z>0</Z>
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						<bool name="archivable">true</bool>
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						<Vector3 name="size">
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							<Z>4</Z>
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					</Properties>
				</Item>
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						<bool name="Anchored">true</bool>
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						<string name="Name">Head</string>
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					</Properties>
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							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1186">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX1187">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Skull Giver</string>
					<Ref name="PrimaryPart">RBX1188</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1188">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>-14.5</X>
							<Y>96.5999985</Y>
							<Z>-62.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.300000012</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>6</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="HopperBin" referent="RBX1189">
						<Properties>
							<token name="BinType">1</token>
							<string name="Name">Grab</string>
							<Content name="TextureId"><url>rbxasset://Textures\GameTool.png</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1190">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

script.Parent.Grab:clone().Parent = player.Backpack

wait(2)
debounce = false
end
end


script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1191">
						<Properties>
							<token name="Face">0</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=3789574</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1192">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Morphs</string>
				<Ref name="PrimaryPart">RBX1193</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX1194">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">LargeSpiderMorph</string>
					<Ref name="PrimaryPart">RBX1193</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1193">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">2</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">141</int>
						<CoordinateFrame name="CFrame">
							<X>-206.266663</X>
							<Y>22.178339</Y>
							<Z>238.500275</Z>
							<R00>1.58130497e-005</R00>
							<R01>-5.14734189e-022</R01>
							<R02>1</R02>
							<R10>5.01814743e-022</R10>
							<R11>1</R11>
							<R12>5.14726313e-022</R12>
							<R20>-1</R20>
							<R21>5.01806665e-022</R21>
							<R22>1.58130497e-005</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Button</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>0.400000006</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1195">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(hit)
	local human = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if (human ~= nil) then
		g=hit.Parent.Name
		h=game.Players:findFirstChild(g).Backpack:getChildren()
		for i=1, #h do
			h[i]:remove()
		end
	end
end

script.Parent.Touched:connect(onTouched)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1196">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">SpiderMorph = script.Parent.Parent.SpiderMorph:clone()
OriSpider = script.Parent.Parent.SpiderMorph
OriSpider:breakJoints()
OriSpider.Humanoid.Health = 100

function unglitch(SpiderMorph)
	SpiderMorph.Torso.Anchored = true
	h = Instance.new(&quot;Hint&quot;)
	h.Text = &quot;Morphing, please wait&quot;
	h.Parent = game.Players:playerFromCharacter(SpiderMorph)
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Parent = nil
	SpiderMorph.Torso.Anchored = false
end

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
		if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
		newSpiderMorph = SpiderMorph:clone()
		c = newSpiderMorph:GetChildren()
			for i = 1, #c do
				if (c[i].className == &quot;Part&quot;) then
				c[i].Anchored = false
				c[i].CanCollide = true
				end
			end
		newSpiderMorph.Parent = game.Workspace
		newSpiderMorph:makeJoints()
		newSpiderMorph.Name = &quot;Spider &quot;.. hit.Parent.Name..&quot;&quot;
		newSpiderMorph.Controller = 7
		game.Players:findFirstChild(hit.Parent.Name).Character = newSpiderMorph
		unglitch(newSpiderMorph)
		OriSpider:breakJoints()
		OriSpider.Humanoid.Health = 100

		end
end

connection = script.Parent.Touched:connect(onTouched)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1197">
					<Properties>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">SpiderMorph</string>
						<Ref name="PrimaryPart">RBX1198</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX1199">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-217.700012</X>
								<Y>41.6432152</Y>
								<Z>238</Z>
								<R00>3.42285418e-008</R00>
								<R01>-4.5458751e-020</R01>
								<R02>-1</R02>
								<R10>-1.27986888e-022</R10>
								<R11>1</R11>
								<R12>-4.5458751e-020</R12>
								<R20>1</R20>
								<R21>1.27990423e-022</R21>
								<R22>3.42285418e-008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Head</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">1</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>6</X>
								<Y>3</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Sound" referent="RBX1200">
							<Properties>
								<bool name="Looped">true</bool>
								<string name="Name">Sound</string>
								<int name="PlayCount">-1</int>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
								<float name="Volume">0.5</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Sound" referent="RBX1201">
							<Properties>
								<bool name="Looped">false</bool>
								<string name="Name">Sound</string>
								<int name="PlayCount">-1</int>
								<bool name="PlayOnRemove">false</bool>
								<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
								<float name="Volume">0.5</float>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="SpecialMesh" referent="RBX1202">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
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							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Left Arm</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>4</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1232">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1233">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1216">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-223.597717</X>
								<Y>36.1480255</Y>
								<Z>229.5</Z>
								<R00>3.42285418e-008</R00>
								<R01>0.0977313891</R01>
								<R02>-0.995212853</R02>
								<R10>-1.27986888e-022</R10>
								<R11>0.995212853</R11>
								<R12>0.0977313891</R12>
								<R20>1</R20>
								<R21>-3.345203e-009</R21>
								<R22>3.40646835e-008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Left Leg</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>4</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1234">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1235">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1226">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-220.318909</X>
								<Y>36.9460144</Y>
								<Z>245.5</Z>
								<R00>3.42285418e-008</R00>
								<R01>-0.0977313891</R01>
								<R02>-0.995212853</R02>
								<R10>-1.27986888e-022</R10>
								<R11>0.995212853</R11>
								<R12>-0.0977313891</R12>
								<R20>1</R20>
								<R21>3.345203e-009</R21>
								<R22>3.40646835e-008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Right Arm</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>4</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1236">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1237">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1224">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-223.402283</X>
								<Y>36.1480255</Y>
								<Z>246.5</Z>
								<R00>3.42285418e-008</R00>
								<R01>-0.0977313891</R01>
								<R02>-0.995212853</R02>
								<R10>-1.27986888e-022</R10>
								<R11>0.995212853</R11>
								<R12>-0.0977313891</R12>
								<R20>1</R20>
								<R21>3.345203e-009</R21>
								<R22>3.40646835e-008</R22>
							</CoordinateFrame>
							<bool name="CanCollide">false</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Right Leg</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>4</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1238">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1239">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1220">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-229.5</X>
								<Y>36.6432343</Y>
								<Z>231</Z>
								<R00>-0.995212853</R00>
								<R01>0.0977313891</R01>
								<R02>-3.42285418e-008</R02>
								<R10>0.0977313891</R10>
								<R11>0.995212853</R11>
								<R12>1.27986888e-022</R12>
								<R20>3.40646835e-008</R20>
								<R21>-3.345203e-009</R21>
								<R22>-1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Rear Left Leg</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>4</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1240">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1241">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1222">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-229.5</X>
								<Y>36.6432343</Y>
								<Z>245</Z>
								<R00>0.995212853</R00>
								<R01>-0.0977313891</R01>
								<R02>3.42285418e-008</R02>
								<R10>0.0977313891</R10>
								<R11>0.995212853</R11>
								<R12>-1.27986888e-022</R12>
								<R20>-3.40646835e-008</R20>
								<R21>3.345203e-009</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Rear Right Leg</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>4</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1242">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">3</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</Y>
									<Z>2</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1243">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1212">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-215.5</X>
								<Y>36.3083649</Y>
								<Z>234.89624</Z>
								<R00>1</R00>
								<R01>1.85058624e-009</R01>
								<R02>3.41784769e-008</R02>
								<R10>4.5458751e-020</R10>
								<R11>0.998537362</R11>
								<R12>-0.0540655889</R12>
								<R20>-3.42285418e-008</R20>
								<R21>0.0540655889</R21>
								<R22>0.998537362</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Front Left Arm</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1244">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>1.25</X>
									<Y>1.25</Y>
									<Z>1.25</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1245">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1214">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>-215.5</X>
								<Y>36.4459991</Y>
								<Z>241.181091</Z>
								<R00>-1</R00>
								<R01>-3.345203e-009</R01>
								<R02>-3.40646835e-008</R02>
								<R10>-4.5458751e-020</R10>
								<R11>0.995212853</R11>
								<R12>-0.0977313891</R12>
								<R20>3.42285418e-008</R20>
								<R21>-0.0977313891</R21>
								<R22>-0.995212853</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Front Right Arm</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>5</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1246">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>1.25</X>
									<Y>1.25</Y>
									<Z>1.25</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1247">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(part)

	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="ObjectValue" referent="RBX1248">
						<Properties>
							<string name="Name">IsaMorph</string>
							<Ref name="Value">null</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1249">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">XP and Money Script</string>
							<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 30
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1250">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Robot</string>
							<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-9, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(9, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(8, 2, 3, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-8, 2, 3, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

itrlh=miked.Torso:findFirstChild(&quot;Rear Left Hip&quot;)
itrlh.Part0=miked.Torso
itrlh.Part1=miked:findFirstChild(&quot;Rear Left Leg&quot;)
itrlh.C0=CFrame.new(-7, -1.5, 6, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrrh=miked.Torso:findFirstChild(&quot;Rear Right Hip&quot;)
itrrh.Part0=miked.Torso
itrrh.Part1=miked:findFirstChild(&quot;Rear Right Leg&quot;)
itrrh.C0=CFrame.new(7, -1.5, 6, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itfls=miked.Torso:findFirstChild(&quot;Front Left Shoulder&quot;)
itfls.Part1=miked.Torso
itfls.C0=CFrame.new(-8, 2, 3, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itfls.Part0=miked:findFirstChild(&quot;Front Left Arm&quot;)

itfrs=miked.Torso:findFirstChild(&quot;Front Right Shoulder&quot;)
itfrs.Part1=miked.Torso
itfrs.C0=CFrame.new(8, 2, 3, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itfrs.Part0=miked:findFirstChild(&quot;Front Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local FrontRightShoulder = waitForChild(Torso, &quot;Front Right Shoulder&quot;)
local FrontLeftShoulder = waitForChild(Torso, &quot;Front Left Shoulder&quot;)
local RearRightHip = waitForChild(Torso, &quot;Rear Right Hip&quot;)
local RearLeftHip = waitForChild(Torso, &quot;Rear Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;

	local parts = Figure:GetChildren()
	for i=1,#parts do
		if parts.className == &quot;Part&quot; then
			Debris.AddItem(parts[i], 60)
		end
	end
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	FrontRightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	FrontLeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
	RearLeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1	
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	FrontRightShoulder.MaxVelocity = 60
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = -1.57
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	FrontRightShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.MaxVelocity = 40
	RearRightHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RearRightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	RightRearHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	FrontLeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	FrontRightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	FrontLeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	FrontRightShoulder.DesiredAngle = -314 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	FrontLeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	RearRightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
	RearLeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		FrontRightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontLeftShoulder.MaxVelocity = 0.5
		RearRightHip.MaxVelocity = 0.5
		RearLeftHip.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = -1.57
		FrontLeftShoulder.DesiredAngle = 1.0
		RearRightHip.DesiredAngle = 1.57
		RearLeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	FrontRightShoulder.MaxVelocity = 0.1
	FrontLeftShoulder.MaxVelocity = 0.1
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		FrontRightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearLeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		FrontRightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = -2.14
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
		wait(.2)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = 0
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1251">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">BloodScript</string>
							<string name="Source">function onPlayerDied(dead)
	local h = script.Parent.Humanoid
		if (h.Health==0) then
			local head = script.Parent.Head
			local blood1 = Instance.new(&quot;Part&quot;)
			blood1.BrickColor = BrickColor.new(21)
			blood1.formFactor = 0
			blood1.Size = Vector3.new(1, 0.4, 1)
			blood1.Position = head.Position
			blood1.Name = &quot;Blood&quot;
			blood1.Parent = script.Parent
			local blood2 = Instance.new(&quot;Part&quot;)
			blood2.BrickColor = BrickColor.new(21)
			blood2.formFactor = 0
			blood2.Size = Vector3.new(1, 0.4, 1)
			blood2.Position = head.Position
			blood2.Name = &quot;Blood&quot;
			blood2.Parent = script.Parent
			local blood3 = Instance.new(&quot;Part&quot;)
			blood3.BrickColor = BrickColor.new(21)
			blood3.formFactor = 0
			blood3.Size = Vector3.new(1, 0.4, 1)
			blood3.Position = head.Position
			blood3.Name = &quot;Blood&quot;
			blood3.Parent = script.Parent
			local blood4 = Instance.new(&quot;Part&quot;)
			blood4.BrickColor = BrickColor.new(21)
			blood4.formFactor = 0
			blood4.Size = Vector3.new(1, 0.4, 1)
			blood4.Position = head.Position
			blood4.Name = &quot;Blood&quot;
			blood4.Parent = script.Parent

			game:GetService(&quot;Debris&quot;):AddItem(Blood, .5) -- get rid of Blood after a certain amount of time

		end
end

script.Parent.Humanoid.Died:connect(onPlayerDied)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1252">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Touch here to be a Giant Zombie</string>
				<Ref name="PrimaryPart">RBX1253</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1253">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">28</int>
					<CoordinateFrame name="CFrame">
						<X>-202</X>
						<Y>22.7874222</Y>
						<Z>204.246323</Z>
						<R00>-1.0000025</R00>
						<R01>-2.21187024e-009</R01>
						<R02>1.6014102e-008</R02>
						<R10>4.15126917e-029</R10>
						<R11>0.983522058</R11>
						<R12>0.18078801</R12>
						<R20>0</R20>
						<R21>0.180788472</R21>
						<R22>-0.983524561</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1254">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">GiantZombieMorph = script.Parent.Parent.GiantZombieMorph:clone()
OriGiantZombie = script.Parent.Parent.GiantZombieMorph
OriGiantZombie:breakJoints()
OriGiantZombie.Humanoid.Health = 100

function unglitch(GiantZombieMorph)
	GiantZombieMorph.Torso.Anchored = true
	h = Instance.new(&quot;Hint&quot;)
	h.Text = &quot;Morphing, please wait&quot;
	h.Parent = game.Players:playerFromCharacter(GiantZombieMorph)
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Parent = nil
	GiantZombieMorph.Torso.Anchored = false
end

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
		if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
		newGiantZombieMorph = GiantZombieMorph:clone()
		c = newGiantZombieMorph:GetChildren()
			for i = 1, #c do
				if (c[i].className == &quot;Part&quot;) then
				c[i].Anchored = false
				c[i].CanCollide = true
				end
			end
		newGiantZombieMorph.Parent = game.Workspace
		newGiantZombieMorph:makeJoints()
		newGiantZombieMorph.Name = hit.Parent.Name
		newGiantZombieMorph.Controller = 7
		game.Players:findFirstChild(hit.Parent.Name).Character = newGiantZombieMorph
		unglitch(newGiantZombieMorph)
		OriGiantZombie:breakJoints()
		OriGiantZombie.Humanoid.Health = 100
		script.Parent.Parent.Sound:Play()
		end
end

connection = script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX1255">
				<Properties>
					<float name="Health">0</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">0</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">16</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1256">
				<Properties>
					<token name="Controller">7</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">GiantZombieMorph</string>
					<Ref name="PrimaryPart">RBX1257</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1257">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>-202</X>
							<Y>31.2000008</Y>
							<Z>197.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">0</float>
						<float name="LeftParamB">0</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Torso</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">0</float>
						<float name="RightParamB">0</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>6</X>
							<Y>6</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Motor" referent="RBX1258">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-2</X>
								<Y>-5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">-0.0798373148</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Left Hip</string>
							<Ref name="Part0">RBX1257</Ref>
							<Ref name="Part1">RBX1259</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Snap" referent="RBX1260">
						<Properties>
							<CoordinateFrame name="C0">
								<X>0</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0</X>
								<Y>-0.5</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<string name="Name">Neck</string>
							<Ref name="Part0">null</Ref>
							<Ref name="Part1">null</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1261">
						<Properties>
							<CoordinateFrame name="C0">
								<X>2</X>
								<Y>-5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">-0.0798373148</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Right Hip</string>
							<Ref name="Part0">RBX1257</Ref>
							<Ref name="Part1">RBX1262</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1263">
						<Properties>
							<CoordinateFrame name="C0">
								<X>5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.0798373148</float>
							<float name="MaxVelocity">0.150000006</float>
							<string name="Name">Left Shoulder</string>
							<Ref name="Part0">RBX1264</Ref>
							<Ref name="Part1">RBX1257</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1265">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">-0.0798373148</float>
							<float name="MaxVelocity">0.150000006</float>
							<string name="Name">Right Shoulder</string>
							<Ref name="Part0">RBX1266</Ref>
							<Ref name="Part1">RBX1257</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1259">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-203.5</X>
							<Y>25.2000008</Y>
							<Z>197.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>6</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1267">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 5
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1262">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-200.5</X>
							<Y>25.2000008</Y>
							<Z>197.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>6</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1268">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 5
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1269">
					<Properties>
						<float name="Health">100</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">100</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">18</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="BodyColors" referent="RBX1270">
					<Properties>
						<int name="HeadColor">119</int>
						<int name="LeftArmColor">119</int>
						<int name="LeftLegColor">119</int>
						<string name="Name">Body Colors</string>
						<int name="RightArmColor">119</int>
						<int name="RightLegColor">119</int>
						<int name="TorsoColor">199</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1271">
					<Properties>
						<string name="Name">Mode</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1266">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-197.5</X>
							<Y>31.2000008</Y>
							<Z>197.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>6</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1272">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 5
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1264">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-206.5</X>
							<Y>31.2000008</Y>
							<Z>197.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>6</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1273">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 5
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1274">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">2</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-202</X>
							<Y>35.7000008</Y>
							<Z>197.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>6</X>
							<Y>3</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1275">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1.25</X>
								<Y>1.25</Y>
								<Z>1.25</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX1276">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Robot</string>
						<string name="Source">------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-2, -5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 2, -5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new( 5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)
------------------
------------------



function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;

	local parts = Figure:GetChildren()
	for i=1,#parts do
		if parts.className == &quot;Part&quot; then
			Debris.AddItem(parts[i], 60)
		end
	end
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end


-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1277">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">XP and Money Script</string>
						<string name="Source">local Humanoid = script.Parent.Humanoid

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.XP.Value = Leaderstats.XP.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1278">
					<Properties>
						<string name="Name">IsaMorph</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1279">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Touch here to be Humongous</string>
				<Ref name="PrimaryPart">RBX1280</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1280">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">28</int>
					<CoordinateFrame name="CFrame">
						<X>-176</X>
						<Y>22.7874222</Y>
						<Z>207.246323</Z>
						<R00>-1.0000025</R00>
						<R01>-2.21187024e-009</R01>
						<R02>1.6014102e-008</R02>
						<R10>4.15126917e-029</R10>
						<R11>0.983522058</R11>
						<R12>0.18078801</R12>
						<R20>0</R20>
						<R21>0.180788472</R21>
						<R22>-0.983524561</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1281">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">HumongousZombieMorph = script.Parent.Parent.HumongousZombieMorph:clone()
OriHumongousZombie = script.Parent.Parent.HumongousZombieMorph
OriHumongousZombie:breakJoints()
OriHumongousZombie.Humanoid.Health = 100

function unglitch(HumongousZombieMorph)
	HumongousZombieMorph.Torso.Anchored = true
	h = Instance.new(&quot;Hint&quot;)
	h.Text = &quot;Morphing, please wait&quot;
	h.Parent = game.Players:playerFromCharacter(HumongousZombieMorph)
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Parent = nil
	HumongousZombieMorph.Torso.Anchored = false
end

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
		if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
		newHumongousZombieMorph = HumongousZombieMorph:clone()
		c = newHumongousZombieMorph:GetChildren()
			for i = 1, #c do
				if (c[i].className == &quot;Part&quot;) then
				c[i].Anchored = false
				c[i].CanCollide = true
				end
			end
		newHumongousZombieMorph.Parent = game.Workspace
		newHumongousZombieMorph:makeJoints()
		newHumongousZombieMorph.Name = hit.Parent.Name
		newHumongousZombieMorph.Controller = 7
		game.Players:findFirstChild(hit.Parent.Name).Character = newHumongousZombieMorph
		unglitch(newHumongousZombieMorph)
		OriHumongousZombie:breakJoints()
		OriHumongousZombie.Humanoid.Health = 100
		script.Parent.Parent.Sound:Play()
		end
end

connection = script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX1282">
				<Properties>
					<float name="Health">0</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">0</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">16</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1283">
				<Properties>
					<token name="Controller">7</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">HumongousZombieMorph</string>
					<Ref name="PrimaryPart">RBX1284</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1284">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>-173</X>
							<Y>58.2000008</Y>
							<Z>191</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">0</float>
						<float name="LeftParamB">0</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Torso</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">0</float>
						<float name="RightParamB">0</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">2</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-14.4361992</X>
							<Y>0</Y>
							<Z>6.89899635</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>24</X>
							<Y>24</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="Motor" referent="RBX1285">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-6.5</X>
								<Y>-23</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.999919891</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Left Hip</string>
							<Ref name="Part0">RBX1284</Ref>
							<Ref name="Part1">RBX1286</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1287">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-17.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">-0.999919891</float>
							<float name="MaxVelocity">0.150000006</float>
							<string name="Name">Left Shoulder</string>
							<Ref name="Part0">RBX1288</Ref>
							<Ref name="Part1">RBX1284</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1289">
						<Properties>
							<CoordinateFrame name="C0">
								<X>6.5</X>
								<Y>-23</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.999919891</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Right Hip</string>
							<Ref name="Part0">RBX1284</Ref>
							<Ref name="Part1">RBX1290</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1291">
						<Properties>
							<CoordinateFrame name="C0">
								<X>17.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.999919891</float>
							<float name="MaxVelocity">0.150000006</float>
							<string name="Name">Right Shoulder</string>
							<Ref name="Part0">RBX1292</Ref>
							<Ref name="Part1">RBX1284</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Snap" referent="RBX1293">
						<Properties>
							<CoordinateFrame name="C0">
								<X>0</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0</X>
								<Y>-0.5</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<string name="Name">Neck</string>
							<Ref name="Part0">null</Ref>
							<Ref name="Part1">null</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1286">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-167</X>
							<Y>34.2000008</Y>
							<Z>191</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-14.4361992</X>
							<Y>0</Y>
							<Z>6.89899635</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>12</X>
							<Y>24</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1294">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local humanoid = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if humanoid~=nil then
		tagHumanoid(humanoid, vPlayer)
		humanoid.Health = humanoid.Health - 10
		wait(1)
		untagHumanoid(humanoid)
	end
end

function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1290">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-179</X>
							<Y>34.2000008</Y>
							<Z>191</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-14.4361992</X>
							<Y>0</Y>
							<Z>6.89899635</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>12</X>
							<Y>24</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1295">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1296">
					<Properties>
						<float name="Health">100</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">100</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>-38</X>
							<Y>-0.200000003</Y>
							<Z>-32</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="BodyColors" referent="RBX1297">
					<Properties>
						<int name="HeadColor">119</int>
						<int name="LeftArmColor">119</int>
						<int name="LeftLegColor">119</int>
						<string name="Name">Body Colors</string>
						<int name="RightArmColor">119</int>
						<int name="RightLegColor">119</int>
						<int name="TorsoColor">199</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1298">
					<Properties>
						<string name="Name">Mode</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1292">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-155</X>
							<Y>58.2000008</Y>
							<Z>191</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-14.4361992</X>
							<Y>0</Y>
							<Z>6.89899635</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>12</X>
							<Y>24</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1299">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1288">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-191</X>
							<Y>58.2000008</Y>
							<Z>191</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-14.4361992</X>
							<Y>0</Y>
							<Z>6.89899635</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>12</X>
							<Y>24</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1300">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (part.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 10
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1301">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">2</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>-173</X>
							<Y>76.2000046</Y>
							<Z>191</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-14.4361992</X>
							<Y>0</Y>
							<Z>6.89899635</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>24</X>
							<Y>12</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1302">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1.25</X>
								<Y>1.25</Y>
								<Z>1.25</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="ObjectValue" referent="RBX1303">
					<Properties>
						<string name="Name">IsaMorph</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1304">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Robot</string>
						<string name="Source">------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-6.5, -23, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 6.5, -23, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(-17.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(17.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

------------------
------------------



function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;

	local parts = Figure:GetChildren()
	for i=1,#parts do
		if parts.className == &quot;Part&quot; then
			Debris.AddItem(parts[i], 60)
		end
	end
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end


-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1305">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">XP and Money Script</string>
						<string name="Source">local Humanoid = script.Parent.Humanoid

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.XP.Value = Leaderstats.XP.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Script" referent="RBX1306">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Regenerate Elevator</string>
				<string name="Source">model = game.Workspace.Elevator


backup = model:clone()

while true do
	wait(200)


	model:remove()



	model = backup:clone()
	model.Parent = game.Workspace
	model:makeJoints()

end
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX1307">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Coins</string>
				<Ref name="PrimaryPart">RBX1308</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1309">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-237.987488</X>
						<Y>22.5974865</Y>
						<Z>175.358627</Z>
						<R00>-0.985043883</R00>
						<R01>-0.172302842</R01>
						<R02>0.000340099854</R02>
						<R10>0.00299895578</R10>
						<R11>-0.0151711153</R11>
						<R12>0.999880373</R12>
						<R20>-0.172277078</R20>
						<R21>0.984927118</R21>
						<R22>0.0154610602</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">4</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Coin</string>
					<float name="Reflectance">0.300000012</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>0.400000006</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1310">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1311">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">GetCash</string>
						<string name="Source">amnt = 5
function onTouched(part)
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if (h~=nil) then
		local thisplr = game.Players:findFirstChild(h.Parent.Name)
		if (thisplr~=nil) then
			local stats = thisplr:findFirstChild(&quot;leaderstats&quot;)
			if (stats~=nil) then
				local score = stats:findFirstChild(&quot;Money&quot;)
				if (score~=nil) then
					score.Value = score.Value + amnt
				end
			end
		end
		script.Parent:remove()
	end
end

script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1308">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-237.987488</X>
						<Y>22.2974949</Y>
						<Z>216.358627</Z>
						<R00>-0.985043883</R00>
						<R01>-0.172302842</R01>
						<R02>0.000340099854</R02>
						<R10>0.00299895578</R10>
						<R11>-0.0151711153</R11>
						<R12>0.999880373</R12>
						<R20>-0.172277078</R20>
						<R21>0.984927118</R21>
						<R22>0.0154610602</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">4</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Coin</string>
					<float name="Reflectance">0.300000012</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>0.400000006</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1312">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1313">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">GetCash</string>
						<string name="Source">amnt = 5
function onTouched(part)
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if (h~=nil) then
		local thisplr = game.Players:findFirstChild(h.Parent.Name)
		if (thisplr~=nil) then
			local stats = thisplr:findFirstChild(&quot;leaderstats&quot;)
			if (stats~=nil) then
				local score = stats:findFirstChild(&quot;Money&quot;)
				if (score~=nil) then
					score.Value = score.Value + amnt
				end
			end
		end
		script.Parent:remove()
	end
end

script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1314">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-237.987488</X>
						<Y>22.3974953</Y>
						<Z>279.358643</Z>
						<R00>-0.985043883</R00>
						<R01>-0.172302842</R01>
						<R02>0.000340099854</R02>
						<R10>0.00299895578</R10>
						<R11>-0.0151711153</R11>
						<R12>0.999880373</R12>
						<R20>-0.172277078</R20>
						<R21>0.984927118</R21>
						<R22>0.0154610602</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">4</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Coin</string>
					<float name="Reflectance">0.300000012</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>0.400000006</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1315">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1316">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">GetCash</string>
						<string name="Source">amnt = 5
function onTouched(part)
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if (h~=nil) then
		local thisplr = game.Players:findFirstChild(h.Parent.Name)
		if (thisplr~=nil) then
			local stats = thisplr:findFirstChild(&quot;leaderstats&quot;)
			if (stats~=nil) then
				local score = stats:findFirstChild(&quot;Money&quot;)
				if (score~=nil) then
					score.Value = score.Value + amnt
				end
			end
		end
		script.Parent:remove()
	end
end

script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1317">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-216.987488</X>
						<Y>22.4974918</Y>
						<Z>286.358643</Z>
						<R00>-0.985043883</R00>
						<R01>-0.172302842</R01>
						<R02>0.000340099854</R02>
						<R10>0.00299895578</R10>
						<R11>-0.0151711153</R11>
						<R12>0.999880373</R12>
						<R20>-0.172277078</R20>
						<R21>0.984927118</R21>
						<R22>0.0154610602</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">4</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Coin</string>
					<float name="Reflectance">0.300000012</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>0.400000006</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1318">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1319">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">GetCash</string>
						<string name="Source">amnt = 5
function onTouched(part)
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if (h~=nil) then
		local thisplr = game.Players:findFirstChild(h.Parent.Name)
		if (thisplr~=nil) then
			local stats = thisplr:findFirstChild(&quot;leaderstats&quot;)
			if (stats~=nil) then
				local score = stats:findFirstChild(&quot;Money&quot;)
				if (score~=nil) then
					score.Value = score.Value + amnt
				end
			end
		end
		script.Parent:remove()
	end
end

script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Script" referent="RBX1320">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Regenerate Coins</string>
				<string name="Source">model = game.Workspace.Coins


backup = model:clone()

while true do
	wait(327)


	model:remove()



	model = backup:clone()
	model.Parent = game.Workspace
	model:makeJoints()

end
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX1321">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Purchase Giant Road</string>
				<Ref name="PrimaryPart">RBX1322</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX1323">
				<Properties>
					<token name="Controller">7</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Staircase $20 must be in human form to buy</string>
					<Ref name="PrimaryPart">RBX1322</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Humanoid" referent="RBX1324">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1322">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>-166.5</X>
							<Y>22.3000011</Y>
							<Z>264</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>5</X>
							<Y>0.400000006</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1325">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">--When the button is pushed, it makes something appear. This is tricky, because you need to
--actually make the thing that is to appear first. This is the general idea:
--Game starts, saves the object for later spawning, removes the object from the game, and waits
--for the button to be pushed to insert a clone of the saved object (if money check is ok). Study the code AND the objects 
--in the game to understand how this works. If the object that should be spawned is missing, you need 
--to make it first, because you probably saved this place after it was removed at the very beginning of the map.
--If this is the case, then make whatever, and put it in a group called &quot;MoneyUpgradeModel&quot;

--Script by Uberubert!
--Free for anyone to use

-------------------------------------------------------------------------------------------------------------------------
model = script.Parent.Parent.Parent.GiantRoad --Change the last part to your upgrade-models name
Upgradecost = 20  --Change cost to upgrade
-------------------------------------------------------------------------------------------------------------------------

upgradeStuff = model:clone()--The thing that will be spawned when button is pushed
										--basically the &quot;After&quot;-part of the upgrade.. :P 

model:remove() --remove the ingame model. We saved a clone for later.

local ting = 0 --debouncer

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if ting == 0 then --check for debounce
	ting = 1 --activate debounce 
	check = hit.Parent:FindFirstChild(&quot;Humanoid&quot;) --try to find the human that touched the button

	if check ~= nil then --if toucher is a human then to following
		local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
		local stats = user:findFirstChild(&quot;leaderstats&quot;) --Find moneyholder

		if stats ~= nil then --If moneyholder exists then
			local cash = stats:findFirstChild(&quot;Money&quot;) --Get money
			if cash.Value &gt; (Upgradecost-1) then --If there is enough money then

				cash.Value = cash.Value - Upgradecost --remove cash
				upgradeStuff.Parent = script.Parent.Parent.Parent --put the upgrade into the game
				script.Parent.Parent:remove() -- remove the upgrade button (in case of one-upgrade only)

			end
		end
	end

	ting = 0 --remove debounce
	end
end

script.Parent.Touched:connect(onTouched) --start checking for touchers
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
			</Item>
			<Item class="Script" referent="RBX1326">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--HOW-TO-DO-UPGRADES (With cashcost)!
--Read this!

--This &quot;ModelUpgrade&quot; model can be copied into as many copies as you want. They will all work independently of eachother.
--Just follow these instructions for every upgrade you are adding to your place!

--Make a thing that can be bought/upgraded to.
--Group all blocks of that thing together and give the group/model a name
--Move that model/group into the group called &quot;MoneyUpgrade&quot; (this model)
--Open the script inside the button of this model, and change the MyModelName to the name of YOUR model
--Also change the price for the upgrade. Both price and modelname are commented in that script. LOOK FOR IT AND YOU WILL FIND IT!
--For something extra, change the name of the button into something more informative (Like &quot;Buy house: 5000,-&quot; or maybe &quot;Upgrade thing : 250,-&quot;).
	--To change the name of the button, change the text where it says &quot;Upgrade Cost 150,-&quot; (unless you&apos;ve already changed it to something else^^)
--Test the game to see if it works like you want

--Good luck

--Uberubert

--PS:
--For more info look at the buttons script. Its commented to make it appear understandable ^^</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1327">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">GiantRoad</string>
					<Ref name="PrimaryPart">RBX1328</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX1329">
					<Properties>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">LongStairs</string>
						<Ref name="PrimaryPart">RBX1328</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX1330">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-167</X>
								<Y>40.7999992</Y>
								<Z>245</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">1</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>1.20000005</Y>
								<Z>16</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1331">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
								<X>-167</X>
								<Y>42</Y>
								<Z>244</Z>
								<R00>-0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
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						</Properties>
					</Item>
					<Item class="Part" referent="RBX1386">
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							<bool name="Anchored">true</bool>
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							<int name="BrickColor">194</int>
							<CoordinateFrame name="CFrame">
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								<Y>92.4000015</Y>
								<Z>202</Z>
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							</CoordinateFrame>
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							<string name="Name">14</string>
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							<Vector3 name="Velocity">
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					<Item class="Part" referent="RBX1387">
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							<CoordinateFrame name="CFrame">
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							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
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							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">5</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
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							<Vector3 name="RotVelocity">
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							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
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							</Vector3>
							<bool name="archivable">true</bool>
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							<Vector3 name="size">
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							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX1388">
					<Properties>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
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							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">ModelUpgrade</string>
						<Ref name="PrimaryPart">RBX1389</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Model" referent="RBX1390">
						<Properties>
							<token name="Controller">7</token>
							<bool name="ControllerFlagShown">true</bool>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Platform $20 must be in human form to buy</string>
							<Ref name="PrimaryPart">RBX1391</Ref>
							<bool name="archivable">true</bool>
						</Properties>
						<Item class="Humanoid" referent="RBX1392">
							<Properties>
								<float name="Health">0</float>
								<bool name="Jump">false</bool>
								<float name="MaxHealth">0</float>
								<string name="Name">Humanoid</string>
								<bool name="Sit">false</bool>
								<bool name="Strafe">false</bool>
								<Vector3 name="TargetPoint">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
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									<Z>0</Z>
								</Vector3>
								<float name="WalkRotationalVelocity">0</float>
								<float name="WalkSpeed">16</float>
								<Ref name="WalkToPart">null</Ref>
								<Vector3 name="WalkToPoint">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1391">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
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									<Y>94.4000015</Y>
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								<bool name="Locked">true</bool>
								<string name="Name">Head</string>
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								</Vector3>
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									<X>5</X>
									<Y>0.400000006</Y>
									<Z>6</Z>
								</Vector3>
							</Properties>
							<Item class="Script" referent="RBX1393">
								<Properties>
									<bool name="Disabled">false</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<string name="Source">--When the button is pushed, it makes something appear. This is tricky, because you need to
--actually make the thing that is to appear first. This is the general idea:
--Game starts, saves the object for later spawning, removes the object from the game, and waits
--for the button to be pushed to insert a clone of the saved object (if money check is ok). Study the code AND the objects 
--in the game to understand how this works. If the object that should be spawned is missing, you need 
--to make it first, because you probably saved this place after it was removed at the very beginning of the map.
--If this is the case, then make whatever, and put it in a group called &quot;MoneyUpgradeModel&quot;

--Script by Uberubert!
--Free for anyone to use

-------------------------------------------------------------------------------------------------------------------------
model = script.Parent.Parent.Parent.Platform1--Change the last part to your upgrade-models name
Upgradecost = 20  --Change cost to upgrade
-------------------------------------------------------------------------------------------------------------------------

upgradeStuff = model:clone()--The thing that will be spawned when button is pushed
										--basically the &quot;After&quot;-part of the upgrade.. :P 

model:remove() --remove the ingame model. We saved a clone for later.

local ting = 0 --debouncer

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if ting == 0 then --check for debounce
	ting = 1 --activate debounce 
	check = hit.Parent:FindFirstChild(&quot;Humanoid&quot;) --try to find the human that touched the button

	if check ~= nil then --if toucher is a human then to following
		local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
		local stats = user:findFirstChild(&quot;leaderstats&quot;) --Find moneyholder

		if stats ~= nil then --If moneyholder exists then
			local cash = stats:findFirstChild(&quot;Money&quot;) --Get money
			if cash.Value &gt; (Upgradecost-1) then --If there is enough money then

				cash.Value = cash.Value - Upgradecost --remove cash
				upgradeStuff.Parent = script.Parent.Parent.Parent --put the upgrade into the game
				script.Parent.Parent:remove() -- remove the upgrade button (in case of one-upgrade only)

			end
		end
	end

	ting = 0 --remove debounce
	end
end

script.Parent.Touched:connect(onTouched) --start checking for touchers
</string>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1394">
						<Properties>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
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								<R21>0</R21>
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							</CoordinateFrame>
							<string name="Name">Platform1</string>
							<Ref name="PrimaryPart">RBX1389</Ref>
							<bool name="archivable">true</bool>
						</Properties>
						<Item class="Part" referent="RBX1389">
							<Properties>
								<bool name="Anchored">true</bool>
								<float name="BackParamA">-0.5</float>
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								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>-167</X>
									<Y>93.5999985</Y>
									<Z>123.5</Z>
									<R00>0</R00>
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									<R02>-1</R02>
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									<R20>1</R20>
									<R21>0</R21>
									<R22>-0</R22>
								</CoordinateFrame>
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								<bool name="Locked">true</bool>
								<string name="Name">Platform1</string>
								<float name="Reflectance">0</float>
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								<float name="RightParamB">0.5</float>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
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									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
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									<X>157</X>
									<Y>1.20000005</Y>
									<Z>16</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Model" referent="RBX1395">
							<Properties>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
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									<X>0</X>
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									<R20>0</R20>
									<R21>0</R21>
									<R22>1</R22>
								</CoordinateFrame>
								<string name="Name">ModelUpgrade</string>
								<Ref name="PrimaryPart">RBX1396</Ref>
								<bool name="archivable">true</bool>
							</Properties>
							<Item class="Model" referent="RBX1397">
								<Properties>
									<token name="Controller">7</token>
									<bool name="ControllerFlagShown">true</bool>
									<CoordinateFrame name="ModelInPrimary">
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										<Z>0</Z>
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										<R21>0</R21>
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									</CoordinateFrame>
									<string name="Name">Platform $20 must be human form to buy</string>
									<Ref name="PrimaryPart">RBX1398</Ref>
									<bool name="archivable">true</bool>
								</Properties>
								<Item class="Humanoid" referent="RBX1399">
									<Properties>
										<float name="Health">0</float>
										<bool name="Jump">false</bool>
										<float name="MaxHealth">0</float>
										<string name="Name">Humanoid</string>
										<bool name="Sit">false</bool>
										<bool name="Strafe">false</bool>
										<Vector3 name="TargetPoint">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<Vector3 name="WalkDirection">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<float name="WalkRotationalVelocity">0</float>
										<float name="WalkSpeed">16</float>
										<Ref name="WalkToPart">null</Ref>
										<Vector3 name="WalkToPoint">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<bool name="archivable">true</bool>
									</Properties>
								</Item>
								<Item class="Part" referent="RBX1398">
									<Properties>
										<bool name="Anchored">true</bool>
										<float name="BackParamA">-0.5</float>
										<float name="BackParamB">0.5</float>
										<token name="BackSurface">0</token>
										<token name="BackSurfaceInput">0</token>
										<float name="BottomParamA">-0.5</float>
										<float name="BottomParamB">0.5</float>
										<token name="BottomSurface">4</token>
										<token name="BottomSurfaceInput">0</token>
										<int name="BrickColor">21</int>
										<CoordinateFrame name="CFrame">
											<X>-151.5</X>
											<Y>93.5999985</Y>
											<Z>54</Z>
											<R00>1</R00>
											<R01>0</R01>
											<R02>0</R02>
											<R10>0</R10>
											<R11>1</R11>
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											<R20>0</R20>
											<R21>0</R21>
											<R22>1</R22>
										</CoordinateFrame>
										<bool name="CanCollide">true</bool>
										<token name="Controller">0</token>
										<bool name="ControllerFlagShown">true</bool>
										<bool name="DraggingV1">false</bool>
										<float name="Elasticity">0.5</float>
										<token name="FormFactor">2</token>
										<float name="Friction">0.300000012</float>
										<float name="FrontParamA">-0.5</float>
										<float name="FrontParamB">0.5</float>
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										<float name="LeftParamA">-0.5</float>
										<float name="LeftParamB">0.5</float>
										<token name="LeftSurface">0</token>
										<token name="LeftSurfaceInput">0</token>
										<bool name="Locked">true</bool>
										<string name="Name">Head</string>
										<float name="Reflectance">0</float>
										<float name="RightParamA">-0.5</float>
										<float name="RightParamB">0.5</float>
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										<token name="RightSurfaceInput">0</token>
										<Vector3 name="RotVelocity">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
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											<X>0</X>
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										</Vector3>
										<bool name="archivable">true</bool>
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										<Vector3 name="size">
											<X>5</X>
											<Y>0.400000006</Y>
											<Z>6</Z>
										</Vector3>
									</Properties>
									<Item class="Script" referent="RBX1400">
										<Properties>
											<bool name="Disabled">false</bool>
											<Content name="LinkedSource"><null></null></Content>
											<string name="Name">Script</string>
											<string name="Source">--When the button is pushed, it makes something appear. This is tricky, because you need to
--actually make the thing that is to appear first. This is the general idea:
--Game starts, saves the object for later spawning, removes the object from the game, and waits
--for the button to be pushed to insert a clone of the saved object (if money check is ok). Study the code AND the objects 
--in the game to understand how this works. If the object that should be spawned is missing, you need 
--to make it first, because you probably saved this place after it was removed at the very beginning of the map.
--If this is the case, then make whatever, and put it in a group called &quot;MoneyUpgradeModel&quot;

--Script by Uberubert!
--Free for anyone to use

-------------------------------------------------------------------------------------------------------------------------
model = script.Parent.Parent.Parent.Platform2--Change the last part to your upgrade-models name
Upgradecost = 20  --Change cost to upgrade
-------------------------------------------------------------------------------------------------------------------------

upgradeStuff = model:clone()--The thing that will be spawned when button is pushed
										--basically the &quot;After&quot;-part of the upgrade.. :P 

model:remove() --remove the ingame model. We saved a clone for later.

local ting = 0 --debouncer

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if ting == 0 then --check for debounce
	ting = 1 --activate debounce 
	check = hit.Parent:FindFirstChild(&quot;Humanoid&quot;) --try to find the human that touched the button

	if check ~= nil then --if toucher is a human then to following
		local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
		local stats = user:findFirstChild(&quot;leaderstats&quot;) --Find moneyholder

		if stats ~= nil then --If moneyholder exists then
			local cash = stats:findFirstChild(&quot;Money&quot;) --Get money
			if cash.Value &gt; (Upgradecost-1) then --If there is enough money then

				cash.Value = cash.Value - Upgradecost --remove cash
				upgradeStuff.Parent = script.Parent.Parent.Parent --put the upgrade into the game
				script.Parent.Parent:remove() -- remove the upgrade button (in case of one-upgrade only)

			end
		end
	end

	ting = 0 --remove debounce
	end
end

script.Parent.Touched:connect(onTouched) --start checking for touchers
</string>
											<bool name="archivable">true</bool>
										</Properties>
									</Item>
								</Item>
							</Item>
							<Item class="Model" referent="RBX1401">
								<Properties>
									<token name="Controller">0</token>
									<bool name="ControllerFlagShown">true</bool>
									<CoordinateFrame name="ModelInPrimary">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
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										<R20>0</R20>
										<R21>0</R21>
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									</CoordinateFrame>
									<string name="Name">Platform2</string>
									<Ref name="PrimaryPart">RBX1396</Ref>
									<bool name="archivable">true</bool>
								</Properties>
								<Item class="Part" referent="RBX1396">
									<Properties>
										<bool name="Anchored">true</bool>
										<float name="BackParamA">-0.5</float>
										<float name="BackParamB">0.5</float>
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										<token name="BackSurfaceInput">0</token>
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										<float name="BottomParamB">0.5</float>
										<token name="BottomSurface">0</token>
										<token name="BottomSurfaceInput">0</token>
										<int name="BrickColor">194</int>
										<CoordinateFrame name="CFrame">
											<X>-76</X>
											<Y>92.8000031</Y>
											<Z>57</Z>
											<R00>0</R00>
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											<R20>1</R20>
											<R21>0</R21>
											<R22>-0</R22>
										</CoordinateFrame>
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										<token name="FormFactor">1</token>
										<float name="Friction">0.300000012</float>
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										<token name="FrontSurfaceInput">0</token>
										<float name="LeftParamA">-0.5</float>
										<float name="LeftParamB">0.5</float>
										<token name="LeftSurface">0</token>
										<token name="LeftSurfaceInput">0</token>
										<bool name="Locked">true</bool>
										<string name="Name">Platform2</string>
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										<float name="RightParamA">-0.5</float>
										<float name="RightParamB">0.5</float>
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										<token name="RightSurfaceInput">0</token>
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											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
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										<Vector3 name="Velocity">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
										</Vector3>
										<bool name="archivable">true</bool>
										<token name="shape">1</token>
										<Vector3 name="size">
											<X>24</X>
											<Y>1.20000005</Y>
											<Z>166</Z>
										</Vector3>
									</Properties>
								</Item>
								<Item class="Model" referent="RBX1402">
									<Properties>
										<token name="Controller">0</token>
										<bool name="ControllerFlagShown">true</bool>
										<CoordinateFrame name="ModelInPrimary">
											<X>0</X>
											<Y>0</Y>
											<Z>0</Z>
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											<R20>0</R20>
											<R21>0</R21>
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										</CoordinateFrame>
										<string name="Name">ModelUpgrade</string>
										<Ref name="PrimaryPart">RBX1403</Ref>
										<bool name="archivable">true</bool>
									</Properties>
									<Item class="Model" referent="RBX1404">
										<Properties>
											<token name="Controller">0</token>
											<bool name="ControllerFlagShown">true</bool>
											<CoordinateFrame name="ModelInPrimary">
												<X>0</X>
												<Y>0</Y>
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												<R20>0</R20>
												<R21>0</R21>
												<R22>1</R22>
											</CoordinateFrame>
											<string name="Name">Stairs</string>
											<Ref name="PrimaryPart">RBX1403</Ref>
											<bool name="archivable">true</bool>
										</Properties>
										<Item class="Part" referent="RBX1403">
											<Properties>
												<bool name="Anchored">true</bool>
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												<token name="BottomSurfaceInput">0</token>
												<int name="BrickColor">194</int>
												<CoordinateFrame name="CFrame">
													<X>-1</X>
													<Y>94</Y>
													<Z>46</Z>
													<R00>0</R00>
													<R01>0</R01>
													<R02>-1</R02>
													<R10>0</R10>
													<R11>1</R11>
													<R12>-0</R12>
													<R20>1</R20>
													<R21>0</R21>
													<R22>-0</R22>
												</CoordinateFrame>
												<bool name="CanCollide">true</bool>
												<token name="Controller">0</token>
												<bool name="ControllerFlagShown">true</bool>
												<bool name="DraggingV1">false</bool>
												<float name="Elasticity">0.5</float>
												<token name="FormFactor">1</token>
												<float name="Friction">0.300000012</float>
												<float name="FrontParamA">-0.5</float>
												<float name="FrontParamB">0.5</float>
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												<token name="FrontSurfaceInput">0</token>
												<float name="LeftParamA">-0.5</float>
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												<bool name="Locked">true</bool>
												<string name="Name">1</string>
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													<X>0</X>
													<Y>0</Y>
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													<X>0</X>
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												<Vector3 name="size">
													<X>2</X>
													<Y>1.20000005</Y>
													<Z>16</Z>
												</Vector3>
											</Properties>
										</Item>
										<Item class="Part" referent="RBX1405">
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												<bool name="Anchored">true</bool>
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												<CoordinateFrame name="CFrame">
													<X>-1</X>
													<Y>95.2000046</Y>
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													<R20>-1</R20>
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												</CoordinateFrame>
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												<string name="Name">2</string>
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												</Vector3>
											</Properties>
										</Item>
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												<CoordinateFrame name="CFrame">
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												</CoordinateFrame>
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												</Vector3>
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												</Vector3>
											</Properties>
										</Item>
										<Item class="Part" referent="RBX1407">
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												<bool name="Anchored">true</bool>
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												<CoordinateFrame name="CFrame">
													<X>-1</X>
													<Y>97.5999985</Y>
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												</CoordinateFrame>
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													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
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													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
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												<token name="Controller">0</token>
												<bool name="ControllerFlagShown">true</bool>
												<bool name="DraggingV1">false</bool>
												<float name="Elasticity">0.5</float>
												<token name="FormFactor">1</token>
												<float name="Friction">0.300000012</float>
												<float name="FrontParamA">-0.5</float>
												<float name="FrontParamB">0.5</float>
												<token name="FrontSurface">0</token>
												<token name="FrontSurfaceInput">0</token>
												<float name="LeftParamA">-0.5</float>
												<float name="LeftParamB">0.5</float>
												<token name="LeftSurface">0</token>
												<token name="LeftSurfaceInput">0</token>
												<bool name="Locked">true</bool>
												<string name="Name">13</string>
												<float name="Reflectance">0</float>
												<float name="RightParamA">-0.5</float>
												<float name="RightParamB">0.5</float>
												<token name="RightSurface">0</token>
												<token name="RightSurfaceInput">0</token>
												<Vector3 name="RotVelocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<float name="TopParamA">-0.5</float>
												<float name="TopParamB">0.5</float>
												<token name="TopSurface">0</token>
												<token name="TopSurfaceInput">0</token>
												<float name="Transparency">0</float>
												<Vector3 name="Velocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<bool name="archivable">true</bool>
												<token name="shape">1</token>
												<Vector3 name="size">
													<X>2</X>
													<Y>1.20000005</Y>
													<Z>16</Z>
												</Vector3>
											</Properties>
										</Item>
										<Item class="Part" referent="RBX1416">
											<Properties>
												<bool name="Anchored">true</bool>
												<float name="BackParamA">-0.5</float>
												<float name="BackParamB">0.5</float>
												<token name="BackSurface">0</token>
												<token name="BackSurfaceInput">0</token>
												<float name="BottomParamA">-0.5</float>
												<float name="BottomParamB">0.5</float>
												<token name="BottomSurface">0</token>
												<token name="BottomSurfaceInput">0</token>
												<int name="BrickColor">194</int>
												<CoordinateFrame name="CFrame">
													<X>-1</X>
													<Y>98.8000031</Y>
													<Z>42</Z>
													<R00>-0</R00>
													<R01>0</R01>
													<R02>1</R02>
													<R10>-0</R10>
													<R11>1</R11>
													<R12>0</R12>
													<R20>-1</R20>
													<R21>0</R21>
													<R22>0</R22>
												</CoordinateFrame>
												<bool name="CanCollide">true</bool>
												<token name="Controller">0</token>
												<bool name="ControllerFlagShown">true</bool>
												<bool name="DraggingV1">false</bool>
												<float name="Elasticity">0.5</float>
												<token name="FormFactor">1</token>
												<float name="Friction">0.300000012</float>
												<float name="FrontParamA">-0.5</float>
												<float name="FrontParamB">0.5</float>
												<token name="FrontSurface">0</token>
												<token name="FrontSurfaceInput">0</token>
												<float name="LeftParamA">-0.5</float>
												<float name="LeftParamB">0.5</float>
												<token name="LeftSurface">0</token>
												<token name="LeftSurfaceInput">0</token>
												<bool name="Locked">true</bool>
												<string name="Name">5</string>
												<float name="Reflectance">0</float>
												<float name="RightParamA">-0.5</float>
												<float name="RightParamB">0.5</float>
												<token name="RightSurface">0</token>
												<token name="RightSurfaceInput">0</token>
												<Vector3 name="RotVelocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<float name="TopParamA">-0.5</float>
												<float name="TopParamB">0.5</float>
												<token name="TopSurface">0</token>
												<token name="TopSurfaceInput">0</token>
												<float name="Transparency">0</float>
												<Vector3 name="Velocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<bool name="archivable">true</bool>
												<token name="shape">1</token>
												<Vector3 name="size">
													<X>2</X>
													<Y>1.20000005</Y>
													<Z>16</Z>
												</Vector3>
											</Properties>
										</Item>
										<Item class="Part" referent="RBX1417">
											<Properties>
												<bool name="Anchored">true</bool>
												<float name="BackParamA">-0.5</float>
												<float name="BackParamB">0.5</float>
												<token name="BackSurface">0</token>
												<token name="BackSurfaceInput">0</token>
												<float name="BottomParamA">-0.5</float>
												<float name="BottomParamB">0.5</float>
												<token name="BottomSurface">0</token>
												<token name="BottomSurfaceInput">0</token>
												<int name="BrickColor">194</int>
												<CoordinateFrame name="CFrame">
													<X>-1</X>
													<Y>109.599998</Y>
													<Z>3.5</Z>
													<R00>0</R00>
													<R01>0</R01>
													<R02>-1</R02>
													<R10>0</R10>
													<R11>1</R11>
													<R12>-0</R12>
													<R20>1</R20>
													<R21>0</R21>
													<R22>-0</R22>
												</CoordinateFrame>
												<bool name="CanCollide">true</bool>
												<token name="Controller">0</token>
												<bool name="ControllerFlagShown">true</bool>
												<bool name="DraggingV1">false</bool>
												<float name="Elasticity">0.5</float>
												<token name="FormFactor">1</token>
												<float name="Friction">0.300000012</float>
												<float name="FrontParamA">-0.5</float>
												<float name="FrontParamB">0.5</float>
												<token name="FrontSurface">0</token>
												<token name="FrontSurfaceInput">0</token>
												<float name="LeftParamA">-0.5</float>
												<float name="LeftParamB">0.5</float>
												<token name="LeftSurface">0</token>
												<token name="LeftSurfaceInput">0</token>
												<bool name="Locked">true</bool>
												<string name="Name">Platform3</string>
												<float name="Reflectance">0</float>
												<float name="RightParamA">-0.5</float>
												<float name="RightParamB">0.5</float>
												<token name="RightSurface">0</token>
												<token name="RightSurfaceInput">0</token>
												<Vector3 name="RotVelocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<float name="TopParamA">-0.5</float>
												<float name="TopParamB">0.5</float>
												<token name="TopSurface">0</token>
												<token name="TopSurfaceInput">0</token>
												<float name="Transparency">0</float>
												<Vector3 name="Velocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<bool name="archivable">true</bool>
												<token name="shape">1</token>
												<Vector3 name="size">
													<X>61</X>
													<Y>1.20000005</Y>
													<Z>16</Z>
												</Vector3>
											</Properties>
										</Item>
									</Item>
									<Item class="Model" referent="RBX1418">
										<Properties>
											<token name="Controller">7</token>
											<bool name="ControllerFlagShown">true</bool>
											<CoordinateFrame name="ModelInPrimary">
												<X>0</X>
												<Y>0</Y>
												<Z>0</Z>
												<R00>1</R00>
												<R01>0</R01>
												<R02>0</R02>
												<R10>0</R10>
												<R11>1</R11>
												<R12>0</R12>
												<R20>0</R20>
												<R21>0</R21>
												<R22>1</R22>
											</CoordinateFrame>
											<string name="Name">Final Upgrade $20 must be human form to buy</string>
											<Ref name="PrimaryPart">RBX1419</Ref>
											<bool name="archivable">true</bool>
										</Properties>
										<Item class="Humanoid" referent="RBX1420">
											<Properties>
												<float name="Health">0</float>
												<bool name="Jump">false</bool>
												<float name="MaxHealth">0</float>
												<string name="Name">Humanoid</string>
												<bool name="Sit">false</bool>
												<bool name="Strafe">false</bool>
												<Vector3 name="TargetPoint">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<Vector3 name="WalkDirection">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<float name="WalkRotationalVelocity">0</float>
												<float name="WalkSpeed">16</float>
												<Ref name="WalkToPart">null</Ref>
												<Vector3 name="WalkToPoint">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<bool name="archivable">true</bool>
											</Properties>
										</Item>
										<Item class="Part" referent="RBX1419">
											<Properties>
												<bool name="Anchored">true</bool>
												<float name="BackParamA">-0.5</float>
												<float name="BackParamB">0.5</float>
												<token name="BackSurface">0</token>
												<token name="BackSurfaceInput">0</token>
												<float name="BottomParamA">-0.5</float>
												<float name="BottomParamB">0.5</float>
												<token name="BottomSurface">4</token>
												<token name="BottomSurfaceInput">0</token>
												<int name="BrickColor">21</int>
												<CoordinateFrame name="CFrame">
													<X>1.5</X>
													<Y>93.5999985</Y>
													<Z>54</Z>
													<R00>1</R00>
													<R01>0</R01>
													<R02>0</R02>
													<R10>0</R10>
													<R11>1</R11>
													<R12>0</R12>
													<R20>0</R20>
													<R21>0</R21>
													<R22>1</R22>
												</CoordinateFrame>
												<bool name="CanCollide">true</bool>
												<token name="Controller">0</token>
												<bool name="ControllerFlagShown">true</bool>
												<bool name="DraggingV1">false</bool>
												<float name="Elasticity">0.5</float>
												<token name="FormFactor">2</token>
												<float name="Friction">0.300000012</float>
												<float name="FrontParamA">-0.5</float>
												<float name="FrontParamB">0.5</float>
												<token name="FrontSurface">0</token>
												<token name="FrontSurfaceInput">0</token>
												<float name="LeftParamA">-0.5</float>
												<float name="LeftParamB">0.5</float>
												<token name="LeftSurface">0</token>
												<token name="LeftSurfaceInput">0</token>
												<bool name="Locked">true</bool>
												<string name="Name">Head</string>
												<float name="Reflectance">0</float>
												<float name="RightParamA">-0.5</float>
												<float name="RightParamB">0.5</float>
												<token name="RightSurface">0</token>
												<token name="RightSurfaceInput">0</token>
												<Vector3 name="RotVelocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<float name="TopParamA">-0.5</float>
												<float name="TopParamB">0.5</float>
												<token name="TopSurface">0</token>
												<token name="TopSurfaceInput">0</token>
												<float name="Transparency">0</float>
												<Vector3 name="Velocity">
													<X>0</X>
													<Y>0</Y>
													<Z>0</Z>
												</Vector3>
												<bool name="archivable">true</bool>
												<token name="shape">1</token>
												<Vector3 name="size">
													<X>5</X>
													<Y>0.400000006</Y>
													<Z>6</Z>
												</Vector3>
											</Properties>
											<Item class="Script" referent="RBX1421">
												<Properties>
													<bool name="Disabled">false</bool>
													<Content name="LinkedSource"><null></null></Content>
													<string name="Name">Script</string>
													<string name="Source">--When the button is pushed, it makes something appear. This is tricky, because you need to
--actually make the thing that is to appear first. This is the general idea:
--Game starts, saves the object for later spawning, removes the object from the game, and waits
--for the button to be pushed to insert a clone of the saved object (if money check is ok). Study the code AND the objects 
--in the game to understand how this works. If the object that should be spawned is missing, you need 
--to make it first, because you probably saved this place after it was removed at the very beginning of the map.
--If this is the case, then make whatever, and put it in a group called &quot;MoneyUpgradeModel&quot;

--Script by Uberubert!
--Free for anyone to use

-------------------------------------------------------------------------------------------------------------------------
model = script.Parent.Parent.Parent.Stairs--Change the last part to your upgrade-models name
Upgradecost = 20  --Change cost to upgrade
-------------------------------------------------------------------------------------------------------------------------

upgradeStuff = model:clone()--The thing that will be spawned when button is pushed
										--basically the &quot;After&quot;-part of the upgrade.. :P 

model:remove() --remove the ingame model. We saved a clone for later.

local ting = 0 --debouncer

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	if ting == 0 then --check for debounce
	ting = 1 --activate debounce 
	check = hit.Parent:FindFirstChild(&quot;Humanoid&quot;) --try to find the human that touched the button

	if check ~= nil then --if toucher is a human then to following
		local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human
		local stats = user:findFirstChild(&quot;leaderstats&quot;) --Find moneyholder

		if stats ~= nil then --If moneyholder exists then
			local cash = stats:findFirstChild(&quot;Money&quot;) --Get money
			if cash.Value &gt; (Upgradecost-1) then --If there is enough money then

				cash.Value = cash.Value - Upgradecost --remove cash
				upgradeStuff.Parent = script.Parent.Parent.Parent --put the upgrade into the game
				script.Parent.Parent:remove() -- remove the upgrade button (in case of one-upgrade only)

			end
		end
	end

	ting = 0 --remove debounce
	end
end

script.Parent.Touched:connect(onTouched) --start checking for touchers
</string>
													<bool name="archivable">true</bool>
												</Properties>
											</Item>
										</Item>
									</Item>
								</Item>
							</Item>
						</Item>
					</Item>
				</Item>
			</Item>
		</Item>
		<Item class="Script" referent="RBX1422">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Cash</string>
				<string name="Source">function onPlayerEntered(newPlayer)
	local stats = Instance.new(&quot;IntValue&quot;)
	stats.Name = &quot;leaderstats&quot;


	local c = Instance.new(&quot;IntValue&quot;)
	c.Name = &quot;Money&quot;
	c.Value = 0

	c.Parent = stats

	stats.Parent = newPlayer

	newPlayer.Changed:connect(function (property)
		if (property == &quot;Character&quot;) then
			onPlayerRespawned(newPlayer)
		end
	end)
end

game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX1423">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Clubhouse</string>
				<Ref name="PrimaryPart">RBX1424</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1424">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">106</int>
					<CoordinateFrame name="CFrame">
						<X>32</X>
						<Y>110.200005</Y>
						<Z>-102</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">roof</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>42</X>
						<Y>1.20000005</Y>
						<Z>42</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX1425">
					<Properties>
						<token name="Face">1</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=3503876</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1426">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">45</int>
					<CoordinateFrame name="CFrame">
						<X>32.5</X>
						<Y>103.599998</Y>
						<Z>-122.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">windows</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.600000024</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>41</X>
						<Y>12</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1427">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">45</int>
					<CoordinateFrame name="CFrame">
						<X>52.4999924</X>
						<Y>103.599854</Y>
						<Z>-101.499962</Z>
						<R00>1</R00>
						<R01>-1.07931658e-006</R01>
						<R02>3.78866503e-007</R02>
						<R10>1.07932067e-006</R10>
						<R11>1</R11>
						<R12>-1.08932218e-005</R12>
						<R20>-3.78854736e-007</R20>
						<R21>1.08932218e-005</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">windows</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.600000024</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>12</Y>
						<Z>41</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1428">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">45</int>
					<CoordinateFrame name="CFrame">
						<X>18</X>
						<Y>103.599998</Y>
						<Z>-81.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">windows</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.600000024</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>14</X>
						<Y>12</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1429">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>32</X>
						<Y>97</Y>
						<Z>-102</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">floor</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>42</X>
						<Y>1.20000005</Y>
						<Z>42</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1430">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">45</int>
					<CoordinateFrame name="CFrame">
						<X>11.5</X>
						<Y>103.599998</Y>
						<Z>-102.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">windows</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.600000024</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>41</X>
						<Y>12</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1431">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">45</int>
					<CoordinateFrame name="CFrame">
						<X>45</X>
						<Y>103.599998</Y>
						<Z>-81.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">windows</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.600000024</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>14</X>
						<Y>12</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1432">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">SMG Upgraded: $600</string>
					<Ref name="PrimaryPart">RBX1433</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1434">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>16</X>
							<Y>98.5999985</Y>
							<Z>-97.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1.20000005</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1435">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>17.5</X>
							<Y>98.5999985</Y>
							<Z>-99.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Smooth Block Model</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>1.20000005</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1436">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
local zombie = part.Parent:findFirstChild(&quot;Isamorph&quot;)
local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie ==nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 600 then		gold.Value = gold.Value - 600		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You just bought a SSMG!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;SSMG&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	else
		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You don&apos;t have enough for that! It&apos;s $600.&quot;		m.Parent = player		wait(3)		m.Parent = nil
	end
	wait(2)	debounce = false
	end
end

script.Parent.Touched:connect(onTouch) 
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						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1449">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">6</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.800000012</X>
								<Y>1</Y>
								<Z>0.899999976</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1450">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">PresentScript</string>
							<string name="Source">local debounce = false

function getPlayer(humanoid) 	local players = game.Players:children() 		for i = 1, #players do 			if players[i].Character.Humanoid == humanoid then return players[i] end 
		end 
	return nil 
end 

function onTouch(part) 
	
	local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 	if (human ~= nil) and (zombie == nil) and debounce == false then	debounce = true
	local player = getPlayer(human) 	if (player == nil) then return end 		user = game.Players:findFirstChild(human.Parent.Name)	local gold = user.leaderstats.Money		if gold.Value &gt;= 0 then		gold.Value = gold.Value - 600		m = Instance.new(&quot;Hint&quot;)		m.Text = &quot;You found an upgraded morph killer!&quot;		m.Parent = player		game.Lighting:findFirstChild(&quot;UpgradedMorphKiller&quot;):clone().Parent = player.Backpack		wait(2)		m.Parent = nil
	wait(2)	debounce = false

	end
	end
end

script.Parent.Touched:connect(onTouch) 
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1447">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">153</int>
						<CoordinateFrame name="CFrame">
							<X>32.4947433</X>
							<Y>100.966179</Y>
							<Z>-120.416992</Z>
							<R00>-0.999994874</R00>
							<R01>0.00102945068</R01>
							<R02>-0.00301243644</R02>
							<R10>-0.00116332271</R10>
							<R11>-0.998996079</R11>
							<R12>0.04478091</R12>
							<R20>-0.00296331267</R20>
							<R21>0.0447841883</R21>
							<R22>0.998992264</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Handle3</string>
						<float name="Reflectance">0.600000024</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>5</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1451">
						<Properties>
							<Content name="MeshId"><hash>ffbff6fa7aae92d9b6c316fe10aa71ae</hash></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.0299999993</X>
								<Y>0.0299999993</Y>
								<Z>0.0299999993</Z>
							</Vector3>
							<Content name="TextureId"><hash>731328aa422598d75549f608d5241999</hash></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1452">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">217</int>
						<CoordinateFrame name="CFrame">
							<X>32.4946823</X>
							<Y>101.458961</Y>
							<Z>-120.589233</Z>
							<R00>-0.999994874</R00>
							<R01>0.00102945068</R01>
							<R02>-0.00301243644</R02>
							<R10>-0.00116332271</R10>
							<R11>-0.998996079</R11>
							<R12>0.04478091</R12>
							<R20>-0.00296331267</R20>
							<R21>0.0447841883</R21>
							<R22>0.998992264</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Handle2</string>
						<float name="Reflectance">0.300000012</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1453">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/slingshot.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1.75</X>
								<Y>0.600000024</Y>
								<Z>0.75</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=2081797</url></Content>
							<Vector3 name="VertexColor">
								<X>100</X>
								<Y>101</Y>
								<Z>101</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1454">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1455">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">System</string>
				<Ref name="PrimaryPart">RBX1456</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1457">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">104</int>
					<CoordinateFrame name="CFrame">
						<X>28</X>
						<Y>289.399994</Y>
						<Z>-139</Z>
						<R00>-0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Button1</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>1.20000005</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1458">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Activate</string>
						<string name="Source">button = script.Parent
regen = button.Parent.Station1.Regen

local debounce = false

function onTouch(hit)
	local h = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if h ~= nil and debounce == false then
		debounce = true
		button.BrickColor = BrickColor.Black()
		regen.Value = 1
		wait()
		regen.Value = 0
		wait(20)
		button.BrickColor = BrickColor.new(104)
		debounce = false
	end
end
button.Touched:connect(onTouch)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX1459">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Station1</string>
					<Ref name="PrimaryPart">RBX1460</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX1461">
					<Properties>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Platform</string>
						<Ref name="PrimaryPart">RBX1460</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX1460">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">27</int>
							<CoordinateFrame name="CFrame">
								<X>23.5</X>
								<Y>294.399994</Y>
								<Z>-99.5</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Smooth Block Model</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>35</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX1462">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">27</int>
							<CoordinateFrame name="CFrame">
								<X>16.5</X>
								<Y>294.399994</Y>
								<Z>-99.5</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
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							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">27</int>
							<CoordinateFrame name="CFrame">
								<X>20</X>
								<Y>301.399994</Y>
								<Z>-130</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>-0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">1</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">true</bool>
							<string name="Name">Smooth Block Model</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>1.20000005</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="IntValue" referent="RBX1479">
					<Properties>
						<string name="Name">Regen</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1480">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">system = script.Parent
model = system.Plane
backup = model:Clone()
regen = system.Regen

function checkRegen()
	if regen.Value == 1 then
		model = backup:Clone()
		model.Parent = system
		model:MakeJoints()
	end
end
regen.Changed:connect(checkRegen)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX1481">
					<Properties>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">Plane</string>
						<Ref name="PrimaryPart">RBX1482</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="IntValue" referent="RBX1483">
						<Properties>
							<string name="Name">PlaneCheck</string>
							<int name="Value">0</int>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="BrickColorValue" referent="RBX1484">
						<Properties>
							<string name="Name">PlaneColor</string>
							<int name="Value">1</int>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Script" referent="RBX1485">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">local boom = false
local color_tag = script.Parent.PlaneColor

function createExplosion(position)

explosion = Instance.new(&quot;Explosion&quot;)
explosion.Position = position
explosion.BlastRadius = 12
explosion.Parent = game.Workspace

end

function onTouch(part)
	if boom == true then return end
	if (part.Name == &quot;Rocket&quot;) or (part.Name == &quot;Safe&quot;) or (part.Parent.Parent.Parent == script.Parent) or (part.Parent:findFirstChild(&quot;Humanoid&quot;)) then return end
	if (script.Parent.Parts.Tip.Velocity.x &gt; 50) or (script.Parent.Parts.Tip.Velocity.x &lt; -50) or (script.Parent.Parts.Tip.Velocity.z &gt; 50) or (script.Parent.Parts.Tip.Velocity.z &lt; -50) then
	boom = true
	createExplosion(script.Parent.Parts.Engine.Position)
	script.Parent:BreakJoints()
	local stuff = script.Parent:children()
	for i=1,#stuff do
		if stuff[i].Name == &quot;BodyKit&quot; or
		stuff[i].Name == &quot;Parts&quot; then
		local parts = stuff[i]:children()
			for p = 1, #parts do
				if parts[p].className == &quot;Part&quot; then
				local velo = Instance.new(&quot;BodyVelocity&quot;)
				velo.maxForce = Vector3.new(9.9e+036, 9.9e+036, 9.9e+036)
				velo.velocity = Vector3.new(math.random(-15,15),math.random(-15,15),math.random(-15,15))
				velo.Parent = parts[p]
				end
			end
		end
	end
	wait(4)
	script.Parent:remove()
	end
end

function onColorTagChanged(property)
--	print(&quot;TagColor&quot; .. property)
--	if (property == &quot;Value&quot;) then
		-- Color Ship
		local parts = script.Parent.BodyKit:GetChildren()
		for i = 1,#parts do
			if parts[i].className == &quot;Part&quot; and parts[i].Name == &quot;ColorMe&quot; then
				parts[i].BrickColor = color_tag.Value
			end
		end
--	end
end

script.Parent.Parts.Tip.Touched:connect(onTouch)
color_tag.Changed:connect(onColorTagChanged)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="IntValue" referent="RBX1486">
						<Properties>
							<string name="Name">Stunt</string>
							<int name="Value">0</int>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Model" referent="RBX1487">
						<Properties>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">BodyKit</string>
							<Ref name="PrimaryPart">RBX1482</Ref>
							<bool name="archivable">true</bool>
						</Properties>
						<Item class="Part" referent="RBX1488">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">2</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>32.5</X>
									<Y>300.400024</Y>
									<Z>-112.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">ColorMe</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2.4000001</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1489">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1490">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>23</X>
									<Y>301</Y>
									<Z>-105</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">ColorMe</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3.60000014</Y>
									<Z>12</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1491">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1492">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">2</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>7.50000048</X>
									<Y>300.400024</Y>
									<Z>-112.5</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">ColorMe</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>1</X>
									<Y>2.4000001</Y>
									<Z>5</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1493">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1494">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>17</X>
									<Y>301</Y>
									<Z>-105</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">ColorMe</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>3.60000014</Y>
									<Z>12</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1495">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1496">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
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								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>20</X>
									<Y>300.399994</Y>
									<Z>-100</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Smooth Block Model</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>2.4000001</Y>
									<Z>10</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1506">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1507">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">2</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>17.5</X>
									<Y>296.200012</Y>
									<Z>-107</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>-1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Smooth Block Model</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>3</X>
									<Y>1.20000005</Y>
									<Z>16</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1508">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1509">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">2</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">194</int>
								<CoordinateFrame name="CFrame">
									<X>22.5</X>
									<Y>296.200012</Y>
									<Z>-107</Z>
									<R00>1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>-1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Smooth Block Model</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>3</X>
									<Y>1.20000005</Y>
									<Z>16</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1510">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">2</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1511">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">2</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">2</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>20</X>
									<Y>298.600006</Y>
									<Z>-97</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">ColorMe</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>1.20000005</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1512">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">0</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>20</X>
									<Y>302.600006</Y>
									<Z>-117</Z>
									<R00>0</R00>
									<R01>0</R01>
									<R02>-1</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>1</R20>
									<R21>0</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">false</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">0</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Smooth Block Model</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">0</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">2</token>
								<Vector3 name="size">
									<X>4</X>
									<Y>4</Y>
									<Z>4</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
					<Item class="Model" referent="RBX1513">
						<Properties>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<CoordinateFrame name="ModelInPrimary">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>0</R21>
								<R22>1</R22>
							</CoordinateFrame>
							<string name="Name">Parts</string>
							<Ref name="PrimaryPart">RBX1456</Ref>
							<bool name="archivable">true</bool>
						</Properties>
						<Item class="Seat" referent="RBX1514">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">21</int>
								<CoordinateFrame name="CFrame">
									<X>20</X>
									<Y>299.399994</Y>
									<Z>-110</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">2</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">false</bool>
								<string name="Name">Seat</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">2</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>0.400000006</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
						</Item>
						<Item class="Script" referent="RBX1515">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">position = script.Parent.Engine.Position
local frame = Instance.new(&quot;CFrameValue&quot;)
frame.Name = &quot;OriginCFrame&quot;
frame.Value = script.Parent.Engine.CFrame
frame.Parent = script.Parent

local object = Instance.new(&quot;ObjectValue&quot;)
object.Value = script.Parent.Parent.Parent

seat = script.Parent.Seat

function onSitUp(child, hopper, plane)

	if child.Parent == nil then
		hopper.Parent = nil -- ungive flying tool
		plane.Parent = game.Workspace -- take plane out of character model
	end
end

function onChildAdded(part)
	if part.className == &quot;Weld&quot; then

		

		local torso = part.Part1
		if torso ~= nil then

			local char = torso.Parent
			local player = game.Players:GetPlayerFromCharacter(char)
			if player ~= nil then
				local hopper = game.Lighting.Plane2:clone()
				hopper.Parent = player.Backpack
				part.AncestryChanged:connect(function(child) onSitUp(child, hopper, script.Parent.Parent) end) 
			end

			

			local parent = torso.Parent
			if parent ~= nil then
				script.Parent.Parent.Parent = parent
				while true do
					wait(2)
					local pos = script.Parent.Engine.Position
					if (position - pos).magnitude &gt; 30 then
						if object.Value ~= nil then
							object.Value.Regen.Value = 1
							wait(.5)
							object.Value.Regen.Value = 0
							object.Value = nil
						end
					break end
				end
				while true do
					print(&quot;Loop&quot;)
					wait(2)
					if part == nil then
						script.Parent.Parent.Parent = game.Workspace
						script.Parent.Parent:MakeJoints()
					break end
				end
			end
		end
	end
end
seat.ChildAdded:connect(onChildAdded)</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Part" referent="RBX1516">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">4</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">26</int>
								<CoordinateFrame name="CFrame">
									<X>20</X>
									<Y>297</Y>
									<Z>-94.1999969</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>0</R11>
									<R12>1</R12>
									<R20>0</R20>
									<R21>1</R21>
									<R22>0</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Tip</string>
								<float name="Reflectance">0.300000012</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>2</X>
									<Y>8.40000057</Y>
									<Z>2</Z>
								</Vector3>
							</Properties>
							<Item class="SpecialMesh" referent="RBX1517">
								<Properties>
									<Content name="MeshId"><null></null></Content>
									<token name="MeshType">0</token>
									<string name="Name">Mesh</string>
									<Vector3 name="Scale">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<Content name="TextureId"><null></null></Content>
									<Vector3 name="VertexColor">
										<X>1</X>
										<Y>1</Y>
										<Z>1</Z>
									</Vector3>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
						</Item>
						<Item class="Part" referent="RBX1456">
							<Properties>
								<bool name="Anchored">false</bool>
								<float name="BackParamA">-0.5</float>
								<float name="BackParamB">0.5</float>
								<token name="BackSurface">0</token>
								<token name="BackSurfaceInput">0</token>
								<float name="BottomParamA">-0.5</float>
								<float name="BottomParamB">0.5</float>
								<token name="BottomSurface">2</token>
								<token name="BottomSurfaceInput">0</token>
								<int name="BrickColor">199</int>
								<CoordinateFrame name="CFrame">
									<X>20</X>
									<Y>298</Y>
									<Z>-107</Z>
									<R00>-1</R00>
									<R01>0</R01>
									<R02>0</R02>
									<R10>0</R10>
									<R11>1</R11>
									<R12>0</R12>
									<R20>0</R20>
									<R21>0</R21>
									<R22>-1</R22>
								</CoordinateFrame>
								<bool name="CanCollide">true</bool>
								<token name="Controller">0</token>
								<bool name="ControllerFlagShown">true</bool>
								<bool name="DraggingV1">false</bool>
								<float name="Elasticity">0.5</float>
								<token name="FormFactor">1</token>
								<float name="Friction">0.300000012</float>
								<float name="FrontParamA">-0.5</float>
								<float name="FrontParamB">0.5</float>
								<token name="FrontSurface">0</token>
								<token name="FrontSurfaceInput">0</token>
								<float name="LeftParamA">-0.5</float>
								<float name="LeftParamB">0.5</float>
								<token name="LeftSurface">0</token>
								<token name="LeftSurfaceInput">0</token>
								<bool name="Locked">true</bool>
								<string name="Name">Engine</string>
								<float name="Reflectance">0</float>
								<float name="RightParamA">-0.5</float>
								<float name="RightParamB">0.5</float>
								<token name="RightSurface">0</token>
								<token name="RightSurfaceInput">0</token>
								<Vector3 name="RotVelocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<float name="TopParamA">-0.5</float>
								<float name="TopParamB">0.5</float>
								<token name="TopSurface">3</token>
								<token name="TopSurfaceInput">0</token>
								<float name="Transparency">0</float>
								<Vector3 name="Velocity">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<bool name="archivable">true</bool>
								<token name="shape">1</token>
								<Vector3 name="size">
									<X>8</X>
									<Y>2.4000001</Y>
									<Z>16</Z>
								</Vector3>
							</Properties>
							<Item class="BodyGyro" referent="RBX1518">
								<Properties>
									<float name="D">500</float>
									<string name="Name">BodyGyro</string>
									<float name="P">1000</float>
									<bool name="archivable">true</bool>
									<CoordinateFrame name="cframe">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
										<R00>1</R00>
										<R01>0</R01>
										<R02>0</R02>
										<R10>0</R10>
										<R11>1</R11>
										<R12>0</R12>
										<R20>0</R20>
										<R21>0</R21>
										<R22>1</R22>
									</CoordinateFrame>
									<Vector3 name="maxTorque">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
								</Properties>
							</Item>
							<Item class="Script" referent="RBX1519">
								<Properties>
									<bool name="Disabled">true</bool>
									<Content name="LinkedSource"><null></null></Content>
									<string name="Name">Script</string>
									<string name="Source">model = script.Parent.Parent.Parent
backup = model:clone()
local debounce = false

function onTouch(part)
	if (part.Name == &quot;Safe&quot;) and (debounce == false) and (script.Parent.Count.Value == 0) then
	debounce = true
	wait(2)
	model = backup:clone()
	model.Parent = game.Workspace
	model:makeJoints()
	script.Parent.Count.Value = 1
	debounce = false
	end
end 
script.Parent.Touched:connect(onTouch)</string>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
							<Item class="IntValue" referent="RBX1520">
								<Properties>
									<string name="Name">Count</string>
									<int name="Value">0</int>
									<bool name="archivable">true</bool>
								</Properties>
							</Item>
							<Item class="BodyVelocity" referent="RBX1521">
								<Properties>
									<string name="Name">BodyVelocity</string>
									<float name="P">1250</float>
									<bool name="archivable">true</bool>
									<Vector3 name="maxForce">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
									<Vector3 name="velocity">
										<X>0</X>
										<Y>0</Y>
										<Z>0</Z>
									</Vector3>
								</Properties>
							</Item>
						</Item>
					</Item>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX1522">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">102</int>
				<CoordinateFrame name="CFrame">
					<X>12</X>
					<Y>289.000031</Y>
					<Z>-139</Z>
					<R00>-1</R00>
					<R01>1.61704421e-007</R01>
					<R02>5.46925838e-011</R02>
					<R10>-1.61704421e-007</R10>
					<R11>1</R11>
					<R12>1.91580156e-007</R12>
					<R20>5.46925838e-011</R20>
					<R21>-1.91580156e-007</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">teleporter5c</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>4</X>
					<Y>0.400000006</Y>
					<Z>4</Z>
				</Vector3>
			</Properties>
			<Item class="Script" referent="RBX1523">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">------------------------------------
modelname = &quot;teleporter1b&quot; --Rename this to whatever you want the name of your teleporter to be.
------------------------------------

function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z
				
					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print(&quot;Could not find teleporter!&quot;)
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
if (human == nil) then return end 

local player = getPlayer(human) 

if (player == nil) then return end 
--Put the weapon you want that the Teleporter will give in the Lighting folder.

game.Lighting:findFirstChild(&quot;WeaponName&quot;):clone().Parent = player.Backpack 
--Copy the above line for the Teleport to give multiple weapons.
--Remember to replace &quot;WeaponName&quot; with the name of the weapons in the Lighting.
--The name MUST match what is in the Lighting.
--For more help see: http://wiki.roblox.com/index.php?title=How_to_Make_Weapon_Giving_Teleporters
wait(0.5)

end 

script.Parent.Touched:connect(onTouch)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX1524">
				<Properties>
					<string name="Name">Enabled</string>
					<int name="Value">1</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Part" referent="RBX1525">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">102</int>
				<CoordinateFrame name="CFrame">
					<X>42</X>
					<Y>97.7999954</Y>
					<Z>-120</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>-1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">teleporter5d</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>4</X>
					<Y>0.400000006</Y>
					<Z>4</Z>
				</Vector3>
			</Properties>
			<Item class="Script" referent="RBX1526">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">--[[
INSTRUCTIONS: Place both teleporter1a and teleporter1b in the same directory
(e.g. both in workspace directly, or both directly in the same group or model)
Otherwise it wont work. Once youve done that, jump on the teleporter to teleport to the other.
If you want more than one set of teleporters I will be adding more types in the future.

Send me requests and ideas - miked.
--]]


--Enter the name of the model you want to go to here.
------------------------------------
modelname=&quot;teleporter5c&quot;
------------------------------------

function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z
				
					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(3)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print(&quot;Could not find teleporter!&quot;)
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX1527">
				<Properties>
					<string name="Name">Enabled</string>
					<int name="Value">1</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Part" referent="RBX1528">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">0</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">192</int>
				<CoordinateFrame name="CFrame">
					<X>19.5</X>
					<Y>288.200012</Y>
					<Z>-110.5</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>-0</R10>
					<R11>1</R11>
					<R12>-0</R12>
					<R20>-0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Smooth Block Model</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>31</X>
					<Y>1.20000005</Y>
					<Z>69</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Camera" referent="RBX1">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>140.754272</X>
					<Y>86.5271606</Y>
					<Z>-159.9543</Z>
					<R00>0.744455636</R00>
					<R01>0.252311826</R01>
					<R02>-0.618162215</R02>
					<R10>5.14375706e-008</R10>
					<R11>0.925847232</R11>
					<R12>0.377897948</R12>
					<R20>0.667671919</R20>
					<R21>-0.281328291</R21>
					<R22>0.689252198</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>153.117508</X>
					<Y>78.9692078</Y>
					<Z>-173.739334</Z>
					<R00>0.744455874</R00>
					<R01>0.252311736</R01>
					<R02>-0.618161976</R02>
					<R10>-8.34604386e-009</R10>
					<R11>0.925847292</R11>
					<R12>0.377897888</R12>
					<R20>0.66767168</R20>
					<R21>-0.281328291</R21>
					<R22>0.689252436</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX1529">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Touch here to be a Devil Mouse</string>
				<Ref name="PrimaryPart">RBX1530</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1530">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">28</int>
					<CoordinateFrame name="CFrame">
						<X>18</X>
						<Y>97.8000031</Y>
						<Z>-120</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1531">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">DevilMouseMorph = script.Parent.Parent.DevilMouseMorph:clone()
OriDevilMouse = script.Parent.Parent.DevilMouseMorph
OriDevilMouse:breakJoints()
OriDevilMouse.Humanoid.Health = 100

function unglitch(DevilMouseMorph)
	DevilMouseMorph.Torso.Anchored = true
	h = Instance.new(&quot;Hint&quot;)
	h.Text = &quot;Morphing, please wait&quot;
	h.Parent = game.Players:playerFromCharacter(DevilMouseMorph)
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Parent = nil
	DevilMouseMorph.Torso.Anchored = false
end

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
		if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
		newDevilMouseMorph = DevilMouseMorph:clone()
		c = newDevilMouseMorph:GetChildren()
			for i = 1, #c do
				if (c[i].className == &quot;Part&quot;) then
				c[i].Anchored = false
				c[i].CanCollide = true
				end
			end
		newDevilMouseMorph.Parent = game.Workspace
		newDevilMouseMorph:makeJoints()
		newDevilMouseMorph.Name = &quot;DevilMouse &quot;.. hit.Parent.Name..&quot;&quot;
		newDevilMouseMorph.Controller = 7
		game.Players:findFirstChild(hit.Parent.Name).Character = newDevilMouseMorph
		unglitch(newDevilMouseMorph)
		OriDevilMouse:breakJoints()
		OriDevilMouse.Humanoid.Health = 100
		script.Parent.Parent.Sound:Play()
		end
end

connection = script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX1532">
				<Properties>
					<float name="Health">0</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">0</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">16</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1533">
				<Properties>
					<token name="Controller">7</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">DevilMouseMorph</string>
					<Ref name="PrimaryPart">RBX1534</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1534">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>13.6004791</X>
							<Y>100.181274</Y>
							<Z>-120.488449</Z>
							<R00>-9.23809966e-006</R00>
							<R01>-2.91663916e-020</R01>
							<R02>-0.99999994</R02>
							<R10>-3.72553068e-020</R10>
							<R11>1</R11>
							<R12>-2.91660459e-020</R12>
							<R20>0.99999994</R20>
							<R21>3.72550386e-020</R21>
							<R22>-9.23809966e-006</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">3</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">0</float>
						<float name="LeftParamB">0</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Torso</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">0</float>
						<float name="RightParamB">0</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Snap" referent="RBX1535">
						<Properties>
							<CoordinateFrame name="C0">
								<X>0</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>-0</R01>
								<R02>-0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0</X>
								<Y>-0.5</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>-0</R01>
								<R02>-0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<string name="Name">Neck</string>
							<Ref name="Part0">null</Ref>
							<Ref name="Part1">null</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX1536">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1527559</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">EggMesh3</string>
							<Vector3 name="Scale">
								<X>0.400000006</X>
								<Y>0.400000006</Y>
								<Z>0.800000012</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1537">
						<Properties>
							<CoordinateFrame name="C0">
								<X>0.5</X>
								<Y>0.300000012</Y>
								<Z>0.800000012</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-0</R00>
								<R01>-0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">-0.066307351</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Tailx</string>
							<Ref name="Part0">RBX1538</Ref>
							<Ref name="Part1">RBX1534</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1539">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-1</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-0</R00>
								<R01>-0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Left Hip</string>
							<Ref name="Part0">RBX1534</Ref>
							<Ref name="Part1">RBX1540</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1541">
						<Properties>
							<CoordinateFrame name="C0">
								<X>1</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>-0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Right Hip</string>
							<Ref name="Part0">RBX1534</Ref>
							<Ref name="Part1">RBX1542</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1540">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>13.6004829</X>
							<Y>100.214607</Y>
							<Z>-120.988449</Z>
							<R00>-9.23809966e-006</R00>
							<R01>-2.91663916e-020</R01>
							<R02>-0.99999994</R02>
							<R10>-3.72553068e-020</R10>
							<R11>1</R11>
							<R12>-2.91660459e-020</R12>
							<R20>0.99999994</R20>
							<R21>3.72550386e-020</R21>
							<R22>-9.23809966e-006</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>-4.65289095e-023</X>
							<Y>9.50269773e-022</Y>
							<Z>-4.97988578e-023</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">1</float>
						<Vector3 name="Velocity">
							<X>3.59932392e-020</X>
							<Y>0.0128974803</Y>
							<Z>3.67788088e-020</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1542">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>13.6004734</X>
							<Y>100.214607</Y>
							<Z>-119.988449</Z>
							<R00>-9.23809966e-006</R00>
							<R01>-2.91663916e-020</R01>
							<R02>-0.99999994</R02>
							<R10>-3.72553068e-020</R10>
							<R11>1</R11>
							<R12>-2.91660459e-020</R12>
							<R20>0.99999994</R20>
							<R21>3.72550386e-020</R21>
							<R22>-9.23809966e-006</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>-4.65289095e-023</X>
							<Y>9.50269773e-022</Y>
							<Z>-4.97988578e-023</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">1</float>
						<Vector3 name="Velocity">
							<X>3.69435082e-020</X>
							<Y>0.0128974803</Y>
							<Z>3.67788153e-020</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Humanoid" referent="RBX1543">
					<Properties>
						<float name="Health">100</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">100</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">26</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>-64</X>
							<Y>-17.8000011</Y>
							<Z>6</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="BodyColors" referent="RBX1544">
					<Properties>
						<int name="HeadColor">21</int>
						<int name="LeftArmColor">21</int>
						<int name="LeftLegColor">21</int>
						<string name="Name">Body Colors</string>
						<int name="RightArmColor">21</int>
						<int name="RightLegColor">21</int>
						<int name="TorsoColor">21</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1545">
					<Properties>
						<string name="Name">Mode</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1546">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">2</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>14.6004791</X>
							<Y>101.01461</Y>
							<Z>-120.488434</Z>
							<R00>9.23809966e-006</R00>
							<R01>-2.91663916e-020</R01>
							<R02>0.99999994</R02>
							<R10>3.72553068e-020</R10>
							<R11>1</R11>
							<R12>2.91660459e-020</R12>
							<R20>-0.99999994</R20>
							<R21>3.72550386e-020</R21>
							<R22>9.23809966e-006</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Mouse Ears</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>-4.65289095e-023</X>
							<Y>9.50269773e-022</Y>
							<Z>-4.97988578e-023</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>3.65082206e-020</X>
							<Y>0.0128974803</Y>
							<Z>3.57913199e-020</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>0.400000006</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1547">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1095510</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.5</X>
								<Y>0.5</Y>
								<Z>0.5</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1538">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>12.822113</X>
							<Y>100.862259</Y>
							<Z>-120.488449</Z>
							<R00>9.23809966e-006</R00>
							<R01>-0.0662587658</R01>
							<R02>0.997802436</R02>
							<R10>3.72553068e-020</R10>
							<R11>0.997802496</R11>
							<R12>0.0662587732</R12>
							<R20>-0.99999994</R20>
							<R21>-6.12105168e-007</R21>
							<R22>9.21779883e-006</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Tail</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>-4.65289095e-023</X>
							<Y>9.50269773e-022</Y>
							<Z>-4.97988578e-023</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>3.65006176e-020</X>
							<Y>0.0128974803</Y>
							<Z>3.74883327e-020</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1548">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.100000001</X>
								<Y>1.60000002</Y>
								<Z>0.300000012</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="ObjectValue" referent="RBX1549">
					<Properties>
						<string name="Name">IsaMorph</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Shirt" referent="RBX1550">
					<Properties>
						<string name="Name">Shirt</string>
						<Content name="ShirtTemplate"><url>http://www.roblox.com/asset/?id=5044087</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1551">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">4</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">21</int>
						<CoordinateFrame name="CFrame">
							<X>14.6004791</X>
							<Y>100.314613</Y>
							<Z>-120.488434</Z>
							<R00>-9.23809966e-006</R00>
							<R01>-2.91663916e-020</R01>
							<R02>-0.99999994</R02>
							<R10>-3.72553068e-020</R10>
							<R11>1</R11>
							<R12>-2.91660459e-020</R12>
							<R20>0.99999994</R20>
							<R21>3.72550386e-020</R21>
							<R22>-9.23809966e-006</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>-4.65289095e-023</X>
							<Y>9.50269773e-022</Y>
							<Z>-4.97988578e-023</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>3.64733627e-020</X>
							<Y>0.0128974803</Y>
							<Z>3.58238902e-020</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1552">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.800000012</X>
								<Y>0.800000012</Y>
								<Z>0.800000012</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1553">
						<Properties>
							<token name="Face">5</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5089484</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX1554">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Robot</string>
						<string name="Source">------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

ittl=miked.Torso:findFirstChild(&quot;Tailx&quot;)
ittl.Part1=miked.Torso
ittl.C0=CFrame.new(0.5, 0.3, 0.8, 0, 0, 1, 0, 1, 0, -1, 0, 0)
ittl.Part0=miked:findFirstChild(&quot;Tail&quot;)

miked.Head:makeJoints()
------------------
------------------



function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local Tail = waitForChild(Torso,&quot;Tailx&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;

	local parts = Figure:GetChildren()
	for i=1,#parts do
		if parts.className == &quot;Part&quot; then
			Debris.AddItem(parts[i], 60)
		end
	end
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()

	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)

	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then return end

	if (toolAnim == &quot;Slash&quot;) then return end

	if (toolAnim == &quot;Lunge&quot;) then
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1


	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end


-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX1555">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">21</int>
				<CoordinateFrame name="CFrame">
					<X>13.5</X>
					<Y>98.5999985</Y>
					<Z>-120.5</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>-0</R10>
					<R11>1</R11>
					<R12>-0</R12>
					<R20>-0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">false</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Devil Mouse Tools</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">1</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>1</X>
					<Y>0.400000006</Y>
					<Z>1</Z>
				</Vector3>
			</Properties>
			<Item class="HopperBin" referent="RBX1556">
				<Properties>
					<token name="BinType">0</token>
					<string name="Name">HighJump</string>
					<Content name="TextureId"><null></null></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX1557">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Ghostwalk</string>
						<string name="Source">print(&quot;Ghostwalker loaded&quot;)

bin = script.Parent

walking = false
reloadtime = 0

local thrust = Instance.new(&quot;BodyVelocity&quot;)

function onStart()
	print(&quot;start walking&quot;)
	walking = true
	reloadtime = 0.0

	thrust.Parent = game.Players.LocalPlayer.Character.PrimaryPart
	
	thrust.velocity = Vector3.new(0,50,0)
	thrust.maxForce = Vector3.new(0,4e+050,0) 
	


end

function onEnd()
	print(&quot;stop walking&quot;)
	walking = false
	thrust.Parent = nil
	wait(reloadtime)
	reloadtime = 0
end

function onButton1Down(mouse)
	if reloadtime &gt; 0 then return end
	if walking == true then return end
	
	onStart()
	mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;

	local time = 0
	while walking == true do
		--onWalk()
		wait(.05)
		time = time + .05
		if time &gt; 0.6 then onButton1Up(mouse) end
	end
end

function onButton1Up(mouse)
	onEnd()
	mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;
end

function onSelected(mouse)
	print(&quot;ghostwalker selected&quot;)
	if reloadtime &gt; 0 then
		mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;
	else
		mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;
	end
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
end

bin.Selected:connect(onSelected)




</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="HopperBin" referent="RBX1558">
				<Properties>
					<token name="BinType">0</token>
					<string name="Name">FireBreath</string>
					<Content name="TextureId"><null></null></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX1559">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">print(&quot;Balefire Spell Loaded&quot;) 

local COOLDOWN = 0.1

bin = script.Parent 


function balefire(pos) 

local player = game.Players.LocalPlayer 
if player == nil or player.Character == nil then return end 

local char = player.Character.Torso 

dir = (pos - char.CFrame.p).unit 

for i = 1, 50 do 
local ex = Instance.new(&quot;Explosion&quot;) 
ex.BlastRadius = 3 
ex.BlastPressure = 8000000 
ex.Position = char.CFrame.p + (dir * 6 * i) + (dir * 7) 
ex.Parent = game.Workspace 
end 

end 


enabled = true 
function onButton1Down(mouse) 
if not enabled then 
return 
end 

local player = game.Players.LocalPlayer 
if player == nil then return end 



enabled = false 
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot; 

-- find the best cf 
local cf = mouse.Hit 
local v = cf.lookVector 

balefire(cf.p) 

wait(COOLDOWN) 
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot; 
enabled = true 

end 

function onSelected(mouse) 
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot; 
mouse.Button1Down:connect(function() onButton1Down(mouse) end) 
end 

bin.Selected:connect(onSelected) 

</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX1560">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Fire Breath Giver</string>
					<string name="Source">local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

script.Parent.FireBreath:clone().Parent = player.Backpack

wait(2)
debounce = false
end
end


script.Parent.Touched:connect(onTouch) 
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1561">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">HighJump Giver</string>
					<string name="Source">p=Instance.new(&quot;Hint&quot;)
local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) ---Oh noes it touched my Humanoid!!
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

script.Parent.HighJump:clone().Parent = player.Backpack ----No spaces in tool name, if ur tool happens to have a space in it rename it then retype it without space where it says Tool Name Here.

wait(2) ---the time in which the tool can be gave again =D
debounce = false
end
end


script.Parent.Touched:connect(onTouch) ----It ... It ... TOUCHED ME
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBX1562">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Join Script</string>
				<string name="Source">--Plad&apos;s switch team script -- use lower case letters.

function onChatted(msg, recipient, speaker)

	source = string.lower(speaker.Name)

	if string.sub(msg, 1, 4) == &quot;join&quot; then
	local team = game.Teams:findFirstChild(string.sub(msg, 6))
	if team ~= nil then
		speaker.TeamColor = team.TeamColor
		wait(0.1)
	end
	end

	if msg == &quot;join humans&quot; then
		speaker.TeamColor = BrickColor.new(1)
        
	elseif msg == &quot;join giants&quot; then
		speaker.TeamColor = BrickColor.new(26)
	
	end
end

function onPlayerEntered(newPlayer)
        newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end) 
end
 
game.Players.ChildAdded:connect(onPlayerEntered)
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX1563">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Giant Walls</string>
				<Ref name="PrimaryPart">RBX1564</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1565">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>82</X>
						<Y>67.8000031</Y>
						<Z>-160</Z>
						<R00>-0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Front Right Wall</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>16</X>
						<Y>80.4000015</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX1566">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX1567">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1564">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>136.5</X>
						<Y>67.8000031</Y>
						<Z>-154</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Right Wall</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>105</X>
						<Y>80.4000015</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX1568">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX1569">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1570">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>85.5</X>
						<Y>67.7000046</Y>
						<Z>-199.5</Z>
						<R00>-0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Front Left Wall</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>17</X>
						<Y>80.4000015</Y>
						<Z>5</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX1571">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX1572">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1573">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>191</X>
						<Y>66.5000076</Y>
						<Z>-180</Z>
						<R00>-0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Rear Wall</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>56</X>
						<Y>82.8000031</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX1574">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX1575">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1576">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">192</int>
					<CoordinateFrame name="CFrame">
						<X>138.5</X>
						<Y>67.7000046</Y>
						<Z>-206</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Left Wall </string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>101</X>
						<Y>80.4000015</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Decal" referent="RBX1577">
					<Properties>
						<token name="Face">2</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX1578">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">Decal</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><url>http://www.roblox.com/asset/?id=4004903</url></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1579">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Touch here to be Giant Skeleton</string>
				<Ref name="PrimaryPart">RBX1580</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1580">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">28</int>
					<CoordinateFrame name="CFrame">
						<X>153</X>
						<Y>28.0875015</Y>
						<Z>-174.753677</Z>
						<R00>-1.0000025</R00>
						<R01>-2.21187024e-009</R01>
						<R02>1.6014102e-008</R02>
						<R10>4.15126917e-029</R10>
						<R11>0.983522058</R11>
						<R12>0.18078801</R12>
						<R20>0</R20>
						<R21>0.180788472</R21>
						<R22>-0.983524561</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1581">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">GiantSkeletonMorph = script.Parent.Parent.GiantSkeletonMorph:clone()
OriGiantSkeleton = script.Parent.Parent.GiantSkeletonMorph
OriGiantSkeleton:breakJoints()
OriGiantSkeleton.Humanoid.Health = 100

function unglitch(GiantSkeletonMorph)
	GiantSkeletonMorph.Torso.Anchored = true
	h = Instance.new(&quot;Hint&quot;)
	h.Text = &quot;Morphing, please wait&quot;
	h.Parent = game.Players:playerFromCharacter(GiantSkeletonMorph)
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait.&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait..&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait...&quot;
	wait(1)
	h.Text = &quot;Morphing, please wait....&quot;
	wait(1)
	h.Parent = nil
	GiantSkeletonMorph.Torso.Anchored = false
end

function onTouched(hit)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
		if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
		newGiantSkeletonMorph = GiantSkeletonMorph:clone()
		c = newGiantSkeletonMorph:GetChildren()
			for i = 1, #c do
				if (c[i].className == &quot;Part&quot;) then
				c[i].Anchored = false
				c[i].CanCollide = true
				end
			end
		newGiantSkeletonMorph.Parent = game.Workspace
		newGiantSkeletonMorph:makeJoints()
		newGiantSkeletonMorph.Name = hit.Parent.Name
		newGiantSkeletonMorph.Controller = 7
		game.Players:findFirstChild(hit.Parent.Name).Character = newGiantSkeletonMorph
		unglitch(newGiantSkeletonMorph)
		OriGiantSkeleton:breakJoints()
		OriGiantSkeleton.Humanoid.Health = 100
		script.Parent.Parent.Sound:Play()
		end
end

connection = script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX1582">
				<Properties>
					<float name="Health">0</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">0</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">16</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1583">
				<Properties>
					<token name="Controller">7</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">GiantSkeletonMorph</string>
					<Ref name="PrimaryPart">RBX1584</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1584">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>147</X>
							<Y>63.5</Y>
							<Z>-179</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">0</float>
						<float name="LeftParamB">0</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Torso</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">0</float>
						<float name="RightParamB">0</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">2</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">1</float>
						<Vector3 name="Velocity">
							<X>-6.94707775</X>
							<Y>0</Y>
							<Z>14.4131231</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>24</X>
							<Y>24</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Snap" referent="RBX1585">
						<Properties>
							<CoordinateFrame name="C0">
								<X>0</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0</X>
								<Y>-0.5</Y>
								<Z>0</Z>
								<R00>-1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>1</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<string name="Name">Neck</string>
							<Ref name="Part0">null</Ref>
							<Ref name="Part1">null</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1586">
						<Properties>
							<token name="Face">5</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5137961</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1587">
						<Properties>
							<token name="Face">2</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5137967</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1588">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-6.5</X>
								<Y>-23</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>-0</R00>
								<R01>-0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.309528649</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Left Hip</string>
							<Ref name="Part0">RBX1584</Ref>
							<Ref name="Part1">RBX1589</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1590">
						<Properties>
							<CoordinateFrame name="C0">
								<X>-12.5</X>
								<Y>5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>-0</R00>
								<R01>-0</R01>
								<R02>-1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">-0.309528649</float>
							<float name="MaxVelocity">0.150000006</float>
							<string name="Name">Left Shoulder</string>
							<Ref name="Part0">RBX1591</Ref>
							<Ref name="Part1">RBX1584</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1592">
						<Properties>
							<CoordinateFrame name="C0">
								<X>6.5</X>
								<Y>-23</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>0.5</X>
								<Y>1</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>-0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.309528649</float>
							<float name="MaxVelocity">0.100000001</float>
							<string name="Name">Right Hip</string>
							<Ref name="Part0">RBX1584</Ref>
							<Ref name="Part1">RBX1593</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Motor" referent="RBX1594">
						<Properties>
							<CoordinateFrame name="C0">
								<X>12.5</X>
								<Y>5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>0</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<CoordinateFrame name="C1">
								<X>-0.5</X>
								<Y>0.5</Y>
								<Z>0</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>0</R10>
								<R11>1</R11>
								<R12>0</R12>
								<R20>-1</R20>
								<R21>-0</R21>
								<R22>-0</R22>
							</CoordinateFrame>
							<float name="DesiredAngle">0.309528649</float>
							<float name="MaxVelocity">0.150000006</float>
							<string name="Name">Right Shoulder</string>
							<Ref name="Part0">RBX1595</Ref>
							<Ref name="Part1">RBX1584</Ref>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1589">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">217</int>
						<CoordinateFrame name="CFrame">
							<X>153</X>
							<Y>39.4999733</Y>
							<Z>-179</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-6.94707775</X>
							<Y>0</Y>
							<Z>14.4131231</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>24</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1596">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 8
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX1597">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1593">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">217</int>
						<CoordinateFrame name="CFrame">
							<X>141</X>
							<Y>39.4999733</Y>
							<Z>-179</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-6.94707775</X>
							<Y>0</Y>
							<Z>14.4131231</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>4</X>
							<Y>24</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1598">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 8
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX1599">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1600">
					<Properties>
						<float name="Health">100</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">100</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>91</X>
							<Y>-0.200000048</Y>
							<Z>-79</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="BodyColors" referent="RBX1601">
					<Properties>
						<int name="HeadColor">119</int>
						<int name="LeftArmColor">119</int>
						<int name="LeftLegColor">119</int>
						<string name="Name">Body Colors</string>
						<int name="RightArmColor">119</int>
						<int name="RightLegColor">119</int>
						<int name="TorsoColor">199</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1602">
					<Properties>
						<string name="Name">Mode</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1595">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">217</int>
						<CoordinateFrame name="CFrame">
							<X>160</X>
							<Y>58.9999657</Y>
							<Z>-179</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-6.94707775</X>
							<Y>0</Y>
							<Z>14.4131231</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>24</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1603">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 8
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX1604">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1591">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">217</int>
						<CoordinateFrame name="CFrame">
							<X>134</X>
							<Y>58.9999657</Y>
							<Z>-179</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-6.94707775</X>
							<Y>0</Y>
							<Z>14.4131231</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>3</X>
							<Y>24</Y>
							<Z>3</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1605">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(part)
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
	if h~=nil then
		h.Health = h.Health - 8
	end
end

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX1606">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1.20000005</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1607">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">2</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">119</int>
						<CoordinateFrame name="CFrame">
							<X>147</X>
							<Y>81.5</Y>
							<Z>-179</Z>
							<R00>-1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>-0</R12>
							<R20>-0</R20>
							<R21>0</R21>
							<R22>-1</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>-6.94707775</X>
							<Y>0</Y>
							<Z>14.4131231</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>24</X>
							<Y>12</Y>
							<Z>12</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1608">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=4770583</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>25</X>
								<Y>35</Y>
								<Z>40</Z>
							</Vector3>
							<Content name="TextureId"><url>http://www.roblox.com/asset/?id=4770560</url></Content>
							<Vector3 name="VertexColor">
								<X>0.699999988</X>
								<Y>0.600000024</Y>
								<Z>0.600000024</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="ObjectValue" referent="RBX1609">
					<Properties>
						<string name="Name">IsaMorph</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1610">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">XP and Money Script</string>
						<string name="Source">local Humanoid = script.Parent.Humanoid

function PwntX_X() 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.XP.Value = Leaderstats.XP.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 

	local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
		if tag ~= nil then 
			if tag.Value ~= nil then 
			local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			
			if Leaderstats ~= nil then 
			Leaderstats.Money.Value = Leaderstats.Money.Value + 5
			wait(0.1)
			script:remove()
			end 

			end 
		end 
end 

Humanoid.Died:connect(PwntX_X) </string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script" referent="RBX1611">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Robot</string>
						<string name="Source">------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-6.5, -23, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new( 6.5, -23, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(-12.5, 5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(12.5, 5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

------------------
------------------



function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;

	local parts = Figure:GetChildren()
	for i=1,#parts do
		if parts.className == &quot;Part&quot; then
			Debris.AddItem(parts[i], 60)
		end
	end
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 0.5
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end

function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end


-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1612">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Skeleton Teleport</string>
				<Ref name="PrimaryPart">RBX1613</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1613">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">106</int>
					<CoordinateFrame name="CFrame">
						<X>100</X>
						<Y>62.2999954</Y>
						<Z>-156.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">teleporter1a</string>
					<float name="Reflectance">0.699999988</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.5</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>30</X>
						<Y>28.8000011</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1614">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">--Weapon Giving One Way Teleporter
--by stickmasterluke
------------------------------------
modelname=&quot;teleporter1b&quot;
------------------------------------
--above change the name to the model you want to teleport to.

function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z
				
					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print(&quot;Could not find teleporter!&quot;)
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
if (human == nil) then return end 

local player = getPlayer(human) 

if (player == nil) then return end 
--put the weapon you want to give in the Lighting folder.
--then here change the par below that says Gun to the weapon in the Lighting folder.
game.Lighting.Gun:clone().Parent = player.Backpack
--make sure you dont get to many weapons from it so we wait alitol.
wait(0.5)

end 

script.Parent.Touched:connect(onTouch)

--remember this was created by stickmasterluke!
--dont try to claim as your own!
--your lucky im letting people use this great thing i created.
--i have seen this in other games but no one made a model of it till now.

</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1615">
					<Properties>
						<string name="Name">Enabled</string>
						<int name="Value">1</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1616">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>176</X>
						<Y>113.400002</Y>
						<Z>-121</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">teleporter1b</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">1</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>1.20000005</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="IntValue" referent="RBX1617">
					<Properties>
						<string name="Name">Enabled</string>
						<int name="Value">1</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="SpawnLocation" referent="RBX1618">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">true</bool>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">23</int>
				<CoordinateFrame name="CFrame">
					<X>74.7205353</X>
					<Y>27.7560844</Y>
					<Z>-181.173584</Z>
					<R00>-0.999985456</R00>
					<R01>-4.11488181e-005</R01>
					<R02>-0.00539342966</R02>
					<R10>-4.02944715e-005</R10>
					<R11>1</R11>
					<R12>-0.000158596056</R12>
					<R20>0.00539343618</R20>
					<R21>-0.000158378272</R21>
					<R22>-0.999985456</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<int name="Duration">10</int>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">2</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">2</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">SpawnLocation</string>
				<bool name="Neutral">false</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">26</int>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>15</X>
					<Y>0.400000006</Y>
					<Z>26</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX1619">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Part" referent="RBX1620">
			<Properties>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">21</int>
				<CoordinateFrame name="CFrame">
					<X>113</X>
					<Y>27.8000011</Y>
					<Z>-179</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>-0</R10>
					<R11>1</R11>
					<R12>-0</R12>
					<R20>-0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">2</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Devil Mouse Tools</string>
				<float name="Reflectance">0.200000003</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>10</X>
					<Y>0.400000006</Y>
					<Z>10</Z>
				</Vector3>
			</Properties>
			<Item class="HopperBin" referent="RBX1621">
				<Properties>
					<token name="BinType">0</token>
					<string name="Name">HighJump</string>
					<Content name="TextureId"><null></null></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX1622">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Ghostwalk</string>
						<string name="Source">print(&quot;Ghostwalker loaded&quot;)

bin = script.Parent

walking = false
reloadtime = 0

local thrust = Instance.new(&quot;BodyVelocity&quot;)

function onStart()
	print(&quot;start walking&quot;)
	walking = true
	reloadtime = 0.0

	thrust.Parent = game.Players.LocalPlayer.Character.PrimaryPart
	
	thrust.velocity = Vector3.new(0,50,0)
	thrust.maxForce = Vector3.new(0,4e+050,0) 
	


end

function onEnd()
	print(&quot;stop walking&quot;)
	walking = false
	thrust.Parent = nil
	wait(reloadtime)
	reloadtime = 0
end

function onButton1Down(mouse)
	if reloadtime &gt; 0 then return end
	if walking == true then return end
	
	onStart()
	mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;

	local time = 0
	while walking == true do
		--onWalk()
		wait(.05)
		time = time + .05
		if time &gt; 0.6 then onButton1Up(mouse) end
	end
end

function onButton1Up(mouse)
	onEnd()
	mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;
end

function onSelected(mouse)
	print(&quot;ghostwalker selected&quot;)
	if reloadtime &gt; 0 then
		mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;
	else
		mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;
	end
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
end

bin.Selected:connect(onSelected)




</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="HopperBin" referent="RBX1623">
				<Properties>
					<token name="BinType">0</token>
					<string name="Name">FireBreath</string>
					<Content name="TextureId"><null></null></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX1624">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">print(&quot;Balefire Spell Loaded&quot;) 

local COOLDOWN = 0.1

bin = script.Parent 


function balefire(pos) 

local player = game.Players.LocalPlayer 
if player == nil or player.Character == nil then return end 

local char = player.Character.Torso 

dir = (pos - char.CFrame.p).unit 

for i = 1, 50 do 
local ex = Instance.new(&quot;Explosion&quot;) 
ex.BlastRadius = 3 
ex.BlastPressure = 8000000 
ex.Position = char.CFrame.p + (dir * 6 * i) + (dir * 7) 
ex.Parent = game.Workspace 
end 

end 


enabled = true 
function onButton1Down(mouse) 
if not enabled then 
return 
end 

local player = game.Players.LocalPlayer 
if player == nil then return end 



enabled = false 
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot; 

-- find the best cf 
local cf = mouse.Hit 
local v = cf.lookVector 

balefire(cf.p) 

wait(COOLDOWN) 
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot; 
enabled = true 

end 

function onSelected(mouse) 
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot; 
mouse.Button1Down:connect(function() onButton1Down(mouse) end) 
end 

bin.Selected:connect(onSelected) 

</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script" referent="RBX1625">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Fire Breath Giver</string>
					<string name="Source">local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

script.Parent.FireBreath:clone().Parent = player.Backpack

wait(2)
debounce = false
end
end


script.Parent.Touched:connect(onTouch) 
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1626">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">HighJump Giver</string>
					<string name="Source">p=Instance.new(&quot;Hint&quot;)
local debounce = false

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) ---Oh noes it touched my Humanoid!!
if (human ~= nil) and debounce == false then

debounce = true

local player = getPlayer(human) 

if (player == nil) then return end 

script.Parent.HighJump:clone().Parent = player.Backpack ----No spaces in tool name, if ur tool happens to have a space in it rename it then retype it without space where it says Tool Name Here.

wait(2) ---the time in which the tool can be gave again =D
debounce = false
end
end


script.Parent.Touched:connect(onTouch) ----It ... It ... TOUCHED ME
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBX1627">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Regenerate VIPDoor</string>
				<string name="Source">model = game.Workspace.VIPDoor



backup = model:clone()

while true do
	wait(60)


	model:remove()



	model = backup:clone()
	model.Parent = game.Workspace
	model:makeJoints()

end
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX1628">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">VIPDoor</string>
				<Ref name="PrimaryPart">RBX1629</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX1630">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Requires Pladworks T-Shirt for Clubhouse entry: Gadgets inside still in testing phase</string>
					<Ref name="PrimaryPart">RBX1631</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1631">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">106</int>
						<CoordinateFrame name="CFrame">
							<X>31.5</X>
							<Y>103.599998</Y>
							<Z>-82</Z>
							<R00>-0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.899999976</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>12</Y>
							<Z>13</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1632">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">VIP Shirt Script</string>
							<string name="Source">print (&quot;VIP Shirt Door Script Loaded&quot;)

-- list of account names allowed to go through the door.
permission = { &quot;Playrobot&quot;, &quot;nascardale&quot;, &quot;Plad&quot;, &quot;pielover123&quot;, &quot;fang13674&quot;} -- This is how many people can still get through, so u don&apos;t have to change shirts. You can also have another friend here.

-- TextureId of the VIP shirt.
texture = &quot;http://www.roblox.com/asset/?id=5044087&quot;-- Go to the wiki below this script to find out how to change the shirt. And paste the link in between the &quot;&quot; marks.


function checkOkToLetIn(name) 
	for i = 1,#permission do 
		-- convert strings to all upper case, otherwise we will let in 
		-- &quot;Username&quot; but not &quot;username&quot; or &quot;uSERNAME&quot; 
		if (string.upper(name) == string.upper(permission[i])) then return true end 
	end 
	return false 
end 

local Door = script.Parent

function onTouched(hit)
	print(&quot;Door Hit&quot;)
	if (hit.Parent:findFirstChild(&quot;Evil&quot;)~= nil) then return end
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local human = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
	if (human ~= nil ) then 
		if human.Parent.Torso.roblox.Texture == texture then --the shirt 
			Door.CanCollide = false 
			wait(4) -- this is how long the door is open 
			Door.CanCollide = true 
			-- a human has touched this door! 
			print(&quot;Human touched door&quot;) 
			-- test the human&apos;s name against the permission list 
		elseif (checkOkToLetIn(human.Parent.Name)) then 
			print(&quot;Human passed test&quot;) 
			Door.CanCollide = false 
			wait(1) -- this is how long the door is open
			Door.CanCollide = true 
		else human.Health = 0 -- delete this line of you want a non-killing VIP door 
		end 
	end 
end 

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1633">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX1634">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Requires Pladworks T-Shirt for entry</string>
					<Ref name="PrimaryPart">RBX1635</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1635">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">106</int>
						<CoordinateFrame name="CFrame">
							<X>85.5</X>
							<Y>67.8000031</Y>
							<Z>-179.5</Z>
							<R00>-0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.899999976</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>23</X>
							<Y>80.4000015</Y>
							<Z>5</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1636">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">VIP Shirt Script</string>
							<string name="Source">print (&quot;VIP Shirt Door Script Loaded&quot;)

-- list of account names allowed to go through the door.
permission = { &quot;Playrobot&quot;, &quot;nascardale&quot;, &quot;Plad&quot;, &quot;pielover123&quot;, &quot;fang13674&quot;} -- This is how many people can still get through, so u don&apos;t have to change shirts. You can also have another friend here.

-- TextureId of the VIP shirt.
texture = &quot;http://www.roblox.com/asset/?id=5044087&quot;-- Go to the wiki below this script to find out how to change the shirt. And paste the link in between the &quot;&quot; marks.


function checkOkToLetIn(name) 
	for i = 1,#permission do 
		-- convert strings to all upper case, otherwise we will let in 
		-- &quot;Username&quot; but not &quot;username&quot; or &quot;uSERNAME&quot; 
		if (string.upper(name) == string.upper(permission[i])) then return true end 
	end 
	return false 
end 

local Door = script.Parent

function onTouched(hit)
	print(&quot;Door Hit&quot;)
	if (hit.Parent:findFirstChild(&quot;Evil&quot;)~= nil) then return end
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local human = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
	if (human ~= nil ) then 
		if human.Parent.Torso.roblox.Texture == texture then --the shirt 
			Door.CanCollide = false 
			wait(4) -- this is how long the door is open 
			Door.CanCollide = true 
			-- a human has touched this door! 
			print(&quot;Human touched door&quot;) 
			-- test the human&apos;s name against the permission list 
		elseif (checkOkToLetIn(human.Parent.Name)) then 
			print(&quot;Human passed test&quot;) 
			Door.CanCollide = false 
			wait(1) -- this is how long the door is open
			Door.CanCollide = true 
		else human.Health = 0 -- delete this line of you want a non-killing VIP door 
		end 
	end 
end 

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1637">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX1638">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Requires Pladworks T-Shirt for Clubhouse entry: Gadgets inside still in testing phase</string>
					<Ref name="PrimaryPart">RBX1629</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1629">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">106</int>
						<CoordinateFrame name="CFrame">
							<X>137.5</X>
							<Y>110.400009</Y>
							<Z>-180.5</Z>
							<R00>-0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>-0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">1</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Head</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0.899999976</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>55</X>
							<Y>4.80000019</Y>
							<Z>109</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX1639">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">VIP Shirt Script</string>
							<string name="Source">print (&quot;VIP Shirt Door Script Loaded&quot;)

-- list of account names allowed to go through the door.
permission = { &quot;Playrobot&quot;, &quot;nascardale&quot;, &quot;Plad&quot;, &quot;pielover123&quot;, &quot;fang13674&quot;} -- This is how many people can still get through, so u don&apos;t have to change shirts. You can also have another friend here.

-- TextureId of the VIP shirt.
texture = &quot;http://www.roblox.com/asset/?id=5044087&quot;-- Go to the wiki below this script to find out how to change the shirt. And paste the link in between the &quot;&quot; marks.


function checkOkToLetIn(name) 
	for i = 1,#permission do 
		-- convert strings to all upper case, otherwise we will let in 
		-- &quot;Username&quot; but not &quot;username&quot; or &quot;uSERNAME&quot; 
		if (string.upper(name) == string.upper(permission[i])) then return true end 
	end 
	return false 
end 

local Door = script.Parent

function onTouched(hit)
	print(&quot;Door Hit&quot;)
	if (hit.Parent:findFirstChild(&quot;Evil&quot;)~= nil) then return end
	if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
	local human = hit.Parent:findFirstChild(&quot;Humanoid&quot;) 
	if (human ~= nil ) then 
		if human.Parent.Torso.roblox.Texture == texture then --the shirt 
			Door.CanCollide = false 
			wait(4) -- this is how long the door is open 
			Door.CanCollide = true 
			-- a human has touched this door! 
			print(&quot;Human touched door&quot;) 
			-- test the human&apos;s name against the permission list 
		elseif (checkOkToLetIn(human.Parent.Name)) then 
			print(&quot;Human passed test&quot;) 
			Door.CanCollide = false 
			wait(1) -- this is how long the door is open
			Door.CanCollide = true 
		else human.Health = 0 -- delete this line of you want a non-killing VIP door 
		end 
	end 
end 

script.Parent.Touched:connect(onTouched)
</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Humanoid" referent="RBX1640">
					<Properties>
						<float name="Health">0</float>
						<bool name="Jump">false</bool>
						<float name="MaxHealth">0</float>
						<string name="Name">Humanoid</string>
						<bool name="Sit">false</bool>
						<bool name="Strafe">false</bool>
						<Vector3 name="TargetPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<Vector3 name="WalkDirection">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="WalkRotationalVelocity">0</float>
						<float name="WalkSpeed">16</float>
						<Ref name="WalkToPart">null</Ref>
						<Vector3 name="WalkToPoint">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1641">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Welcome</string>
				<Ref name="PrimaryPart">RBX1642</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1643">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">script.Parent:remove()

</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1644">
				<Properties>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">Touch here to be a bee</string>
					<Ref name="PrimaryPart">RBX1642</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX1645">
					<Properties>
						<token name="Controller">7</token>
						<bool name="ControllerFlagShown">true</bool>
						<CoordinateFrame name="ModelInPrimary">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>0</R21>
							<R22>1</R22>
						</CoordinateFrame>
						<string name="Name">BeeMorph</string>
						<Ref name="PrimaryPart">RBX1642</Ref>
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							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>2</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1684">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>0.400000006</X>
									<Y>1</Y>
									<Z>0.400000006</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1685">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">4</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>151.600006</X>
								<Y>80.4998398</Y>
								<Z>-166.000015</Z>
								<R00>0</R00>
								<R01>-4.95434181e-025</R01>
								<R02>0.99999994</R02>
								<R10>2.05399244e-024</R10>
								<R11>1</R11>
								<R12>-4.95434181e-025</R12>
								<R20>-0.99999994</R20>
								<R21>-2.05399244e-024</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Right Arm</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>2</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1686">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>0.400000006</X>
									<Y>1</Y>
									<Z>0.400000006</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1687">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>152.700012</X>
								<Y>80.4998398</Y>
								<Z>-166.199997</Z>
								<R00>0</R00>
								<R01>-4.95434181e-025</R01>
								<R02>0.99999994</R02>
								<R10>2.05399244e-024</R10>
								<R11>1</R11>
								<R12>-4.95434181e-025</R12>
								<R20>-0.99999994</R20>
								<R21>-2.05399244e-024</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">0</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Right Leg</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">3</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>2</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX1688">
							<Properties>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">0</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>0.400000006</X>
									<Y>1</Y>
									<Z>0.400000006</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1689">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>152</X>
								<Y>81.4998932</Y>
								<Z>-162.500015</Z>
								<R00>-0.99999994</R00>
								<R01>-4.95434181e-025</R01>
								<R02>0</R02>
								<R10>4.95434181e-025</R10>
								<R11>1</R11>
								<R12>2.05399244e-024</R12>
								<R20>0</R20>
								<R21>-2.05399244e-024</R21>
								<R22>-0.99999994</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">2</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Left Wing</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>0.400000006</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Decal" referent="RBX1690">
							<Properties>
								<token name="Face">1</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174144</url></Content>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Decal" referent="RBX1691">
							<Properties>
								<token name="Face">4</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174152</url></Content>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX1692">
						<Properties>
							<bool name="Anchored">true</bool>
							<float name="BackParamA">-0.5</float>
							<float name="BackParamB">0.5</float>
							<token name="BackSurface">0</token>
							<token name="BackSurfaceInput">0</token>
							<float name="BottomParamA">-0.5</float>
							<float name="BottomParamB">0.5</float>
							<token name="BottomSurface">0</token>
							<token name="BottomSurfaceInput">0</token>
							<int name="BrickColor">26</int>
							<CoordinateFrame name="CFrame">
								<X>152</X>
								<Y>81.4998932</Y>
								<Z>-167.5</Z>
								<R00>0.99999994</R00>
								<R01>-4.95434181e-025</R01>
								<R02>0</R02>
								<R10>-4.95434181e-025</R10>
								<R11>1</R11>
								<R12>-2.05399244e-024</R12>
								<R20>0</R20>
								<R21>-2.05399244e-024</R21>
								<R22>0.99999994</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">2</token>
							<float name="Friction">0.300000012</float>
							<float name="FrontParamA">-0.5</float>
							<float name="FrontParamB">0.5</float>
							<token name="FrontSurface">0</token>
							<token name="FrontSurfaceInput">0</token>
							<float name="LeftParamA">-0.5</float>
							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Right Wing</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">1</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>0.400000006</Y>
								<Z>4</Z>
							</Vector3>
						</Properties>
						<Item class="Decal" referent="RBX1693">
							<Properties>
								<token name="Face">1</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174152</url></Content>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
						<Item class="Decal" referent="RBX1694">
							<Properties>
								<token name="Face">4</token>
								<string name="Name">Decal</string>
								<float name="Shiny">20</float>
								<float name="Specular">0</float>
								<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174144</url></Content>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1695">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Model</string>
				<Ref name="PrimaryPart">RBX1696</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1696">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">102</int>
					<CoordinateFrame name="CFrame">
						<X>63</X>
						<Y>27.7000008</Y>
						<Z>-204</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">teleporter5c</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1697">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">------------------------------------
modelname = &quot;teleporter1b&quot; --Rename this to whatever you want the name of your teleporter to be.
------------------------------------

function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z
				
					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print(&quot;Could not find teleporter!&quot;)
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)

function getPlayer(humanoid) 
local players = game.Players:children() 
for i = 1, #players do 
if players[i].Character.Humanoid == humanoid then return players[i] end 
end 
return nil 
end 

function onTouch(part) 

local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) 
if (human == nil) then return end 

local player = getPlayer(human) 

if (player == nil) then return end 
--Put the weapon you want that the Teleporter will give in the Lighting folder.

game.Lighting:findFirstChild(&quot;WeaponName&quot;):clone().Parent = player.Backpack 
--Copy the above line for the Teleport to give multiple weapons.
--Remember to replace &quot;WeaponName&quot; with the name of the weapons in the Lighting.
--The name MUST match what is in the Lighting.
--For more help see: http://wiki.roblox.com/index.php?title=How_to_Make_Weapon_Giving_Teleporters
wait(0.5)

end 

script.Parent.Touched:connect(onTouch)
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1698">
					<Properties>
						<string name="Name">Enabled</string>
						<int name="Value">1</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1699">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">2</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">102</int>
					<CoordinateFrame name="CFrame">
						<X>-138</X>
						<Y>22.3999996</Y>
						<Z>172</Z>
						<R00>-0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">teleporter5d</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1700">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">--[[
INSTRUCTIONS: Place both teleporter1a and teleporter1b in the same directory
(e.g. both in workspace directly, or both directly in the same group or model)
Otherwise it wont work. Once youve done that, jump on the teleporter to teleport to the other.
If you want more than one set of teleporters I will be adding more types in the future.

Send me requests and ideas - miked.
--]]


--Enter the name of the model you want to go to here.
------------------------------------
modelname=&quot;teleporter5c&quot;
------------------------------------

function onTouched(part)
	if part.Parent ~= nil then
	local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)
		if h~=nil then
			local teleportfrom=script.Parent.Enabled.Value
			if teleportfrom~=0 then
				if h==humanoid then
				return
				end
				local teleportto=script.Parent.Parent:findFirstChild(modelname)
				if teleportto~=nil then
					local torso = h.Parent.Torso
					local location = {teleportto.Position}
					local i = 1

					local x = location[i].x
					local y = location[i].y
					local z = location[i].z
				
					x = x + math.random(-1, 1)
					z = z + math.random(-1, 1)
					y = y + math.random(2, 3)

					local cf = torso.CFrame
					local lx = 0
					local ly = y
					local lz = 0
					
					script.Parent.Enabled.Value=0
					teleportto.Enabled.Value=0
					torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
					wait(3)
					script.Parent.Enabled.Value=1
					teleportto.Enabled.Value=1
				else
					print(&quot;Could not find teleporter!&quot;)
				end
			end
		end
	end
end

script.Parent.Touched:connect(onTouched)
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX1701">
					<Properties>
						<string name="Name">Enabled</string>
						<int name="Value">1</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX1702">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Touch here to be a bee</string>
				<Ref name="PrimaryPart">RBX1703</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1703">
				<Properties>
					<bool name="Anchored">true</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">28</int>
					<CoordinateFrame name="CFrame">
						<X>98</X>
						<Y>27.8999996</Y>
						<Z>-187</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>4</X>
						<Y>0.400000006</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX1704">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Script</string>
						<string name="Source">BeeMorph = script.Parent.Parent.BeeMorph:clone()
OriBeeMorph = script.Parent.Parent.BeeMorph
OriBeeMorph:breakJoints()
OriBeeMorph.Humanoid.Health = 100

function unglitch(BeeMorph)
BeeMorph.Torso.Anchored = true
h = Instance.new(&quot;Hint&quot;)
h.Text = &quot;Morphing, please wait&quot;
h.Parent = game.Players:playerFromCharacter(BeeMorph)
wait(1)
h.Text = &quot;Morphing, please wait.&quot;
wait(1)
h.Parent = nil
BeeMorph.Torso.Anchored = false
end

function onTouched(hit)
if (hit.Parent:findFirstChild(&quot;IsaMorph&quot;)~= nil) then return end
if (game.Players:playerFromCharacter(hit.Parent)~= nil) then
newBeeMorph = BeeMorph:clone()
c = newBeeMorph:GetChildren()
for i = 1, #c do
if (c[i].className == &quot;Part&quot;) then
c[i].Anchored = false
c[i].CanCollide = true
end
end
newBeeMorph.Parent = game.Workspace
newBeeMorph:makeJoints()
newBeeMorph.Name = &quot;&quot;.. hit.Parent.Name..&quot;&quot;
newBeeMorph.Controller = 7
game.Players:findFirstChild(hit.Parent.Name).Character = newBeeMorph
unglitch(newBeeMorph)
OriBeeMorph:breakJoints()
OriBeeMorph.Humanoid.Health = 100
end
end

connection = script.Parent.Touched:connect(onTouched)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Humanoid" referent="RBX1705">
				<Properties>
					<float name="Health">0</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">0</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">16</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model" referent="RBX1706">
				<Properties>
					<token name="Controller">7</token>
					<bool name="ControllerFlagShown">true</bool>
					<CoordinateFrame name="ModelInPrimary">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<string name="Name">BeeMorph</string>
					<Ref name="PrimaryPart">RBX1707</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX1708">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">2</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">2</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>99.3702698</X>
							<Y>29.899229</Y>
							<Z>-197.286057</Z>
							<R00>0.989891469</R00>
							<R01>0.141826764</R01>
							<R02>2.99182658e-017</R02>
							<R10>-3.64854744e-017</R10>
							<R11>4.37039752e-017</R11>
							<R12>1</R12>
							<R20>0.141826764</R20>
							<R21>-0.989891469</R21>
							<R22>4.84368115e-017</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">2</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">2</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Tail</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">2</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">2</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>2</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1709">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1049194</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1707">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">4</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">24</int>
						<CoordinateFrame name="CFrame">
							<X>99.0582428</X>
							<Y>29.899229</Y>
							<Z>-195.108292</Z>
							<R00>2.99182658e-017</R00>
							<R01>0.141826764</R01>
							<R02>-0.989891469</R02>
							<R10>1</R10>
							<R11>4.37039752e-017</R11>
							<R12>3.64854744e-017</R12>
							<R20>4.84368115e-017</R20>
							<R21>-0.989891469</R21>
							<R22>-0.141826764</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">4</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">4</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Butt</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">4</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>2.4000001</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
					<Item class="Decal" referent="RBX1710">
						<Properties>
							<token name="Face">0</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5155612</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1711">
						<Properties>
							<token name="Face">5</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5155612</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1712">
						<Properties>
							<token name="Face">2</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5155612</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1713">
						<Properties>
							<token name="Face">1</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5155605</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1714">
						<Properties>
							<token name="Face">3</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5155612</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1715">
						<Properties>
							<token name="Face">4</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5155605</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="SpecialMesh" referent="RBX1716">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">3</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>4</X>
								<Y>1.70000005</Y>
								<Z>2</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1717">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">4</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">192</int>
						<CoordinateFrame name="CFrame">
							<X>98.5334778</X>
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					</Item>
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					</Item>
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							<CoordinateFrame name="C0">
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					</Item>
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					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>100.740768</X>
							<Y>28.4992275</Y>
							<Z>-194.16008</Z>
							<R00>0.141826764</R00>
							<R01>2.99182658e-017</R01>
							<R02>0.989891469</R02>
							<R10>4.37039752e-017</R10>
							<R11>1</R11>
							<R12>-3.64854744e-017</R12>
							<R20>-0.989891469</R20>
							<R21>4.84368115e-017</R21>
							<R22>0.141826764</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Rear Left Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>2</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1763">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.400000006</X>
								<Y>1</Y>
								<Z>0.400000006</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1746">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>97.1771545</X>
							<Y>28.4992275</Y>
							<Z>-194.670654</Z>
							<R00>-0.141826764</R00>
							<R01>2.99182658e-017</R01>
							<R02>-0.989891469</R02>
							<R10>-4.37039752e-017</R10>
							<R11>1</R11>
							<R12>3.64854744e-017</R12>
							<R20>0.989891469</R20>
							<R21>4.84368115e-017</R21>
							<R22>-0.141826764</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Rear Right Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>2</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1764">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.400000006</X>
								<Y>1</Y>
								<Z>0.400000006</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1750">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>97.6996002</X>
							<Y>28.4992275</Y>
							<Z>-192.676407</Z>
							<R00>-0.989891469</R00>
							<R01>2.99182658e-017</R01>
							<R02>0.141826764</R02>
							<R10>3.64854744e-017</R10>
							<R11>1</R11>
							<R12>4.37039752e-017</R12>
							<R20>-0.141826764</R20>
							<R21>4.84368115e-017</R21>
							<R22>-0.989891469</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Arm</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>2</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1765">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.400000006</X>
								<Y>1</Y>
								<Z>0.400000006</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1748">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>97.6576385</X>
							<Y>28.4992275</Y>
							<Z>-193.79364</Z>
							<R00>-0.989891469</R00>
							<R01>2.99182658e-017</R01>
							<R02>0.141826764</R02>
							<R10>3.64854744e-017</R10>
							<R11>1</R11>
							<R12>4.37039752e-017</R12>
							<R20>-0.141826764</R20>
							<R21>4.84368115e-017</R21>
							<R22>-0.989891469</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">0</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Leg</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">3</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>2</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1766">
						<Properties>
							<Content name="MeshId"><null></null></Content>
							<token name="MeshType">0</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>0.400000006</X>
								<Y>1</Y>
								<Z>0.400000006</Z>
							</Vector3>
							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1752">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>101.220947</X>
							<Y>29.4992275</Y>
							<Z>-192.575958</Z>
							<R00>-0.141826764</R00>
							<R01>2.99182658e-017</R01>
							<R02>-0.989891469</R02>
							<R10>-4.37039752e-017</R10>
							<R11>1</R11>
							<R12>3.64854744e-017</R12>
							<R20>0.989891469</R20>
							<R21>4.84368115e-017</R21>
							<R22>-0.141826764</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Left Wing</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">1</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>0.400000006</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Decal" referent="RBX1767">
						<Properties>
							<token name="Face">1</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174144</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1768">
						<Properties>
							<token name="Face">4</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174152</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX1754">
					<Properties>
						<bool name="Anchored">true</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">26</int>
						<CoordinateFrame name="CFrame">
							<X>96.2714996</X>
							<Y>29.4992275</Y>
							<Z>-193.285095</Z>
							<R00>0.141826764</R00>
							<R01>2.99182658e-017</R01>
							<R02>0.989891469</R02>
							<R10>4.37039752e-017</R10>
							<R11>1</R11>
							<R12>-3.64854744e-017</R12>
							<R20>-0.989891469</R20>
							<R21>4.84368115e-017</R21>
							<R22>0.141826764</R22>
						</CoordinateFrame>
						<bool name="CanCollide">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">true</bool>
						<string name="Name">Right Wing</string>
						<float name="Reflectance">0</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">1</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>0.400000006</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="Decal" referent="RBX1769">
						<Properties>
							<token name="Face">1</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174152</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
					<Item class="Decal" referent="RBX1770">
						<Properties>
							<token name="Face">4</token>
							<string name="Name">Decal</string>
							<float name="Shiny">20</float>
							<float name="Specular">0</float>
							<Content name="Texture"><url>http://www.roblox.com/asset/?id=5174144</url></Content>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Script" referent="RBX1771">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Robot for Spider</string>
						<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1.7, 0, 0.7, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1.7, 0, 0.7, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(1.5, 1.5, 0.4, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-1.5, 1.5, 0.4, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

itrlh=miked.Torso:findFirstChild(&quot;Rear Left Hip&quot;)
itrlh.Part0=miked.Torso
itrlh.Part1=miked:findFirstChild(&quot;Rear Left Leg&quot;)
itrlh.C0=CFrame.new(-1.8, -1, 1.5, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrrh=miked.Torso:findFirstChild(&quot;Rear Right Hip&quot;)
itrrh.Part0=miked.Torso
itrrh.Part1=miked:findFirstChild(&quot;Rear Right Leg&quot;)
itrrh.C0=CFrame.new(1.8, -1, 1.5, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itfls=miked.Torso:findFirstChild(&quot;Front Left Shoulder&quot;)
itfls.Part1=miked.Torso
itfls.C0=CFrame.new (-1, 1, .8, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itfls.Part0=miked:findFirstChild(&quot;Front Left Arm&quot;)

itfrs=miked.Torso:findFirstChild(&quot;Front Right Shoulder&quot;)
itfrs.Part1=miked.Torso
itfrs.C0=CFrame.new(1, 1, .8, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itfrs.Part0=miked:findFirstChild(&quot;Front Right Arm&quot;)

itlw=miked.Torso:findFirstChild(&quot;Left Wing Joint&quot;)
itlw.Part1=miked.Torso
itlw.C0=CFrame.new (0, 0, 2.5, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itlw.Part0=miked:findFirstChild(&quot;Left Wing&quot;)

itrw=miked.Torso:findFirstChild(&quot;Right Wing Joint&quot;)
itrw.Part1=miked.Torso
itrw.C0=CFrame.new(0, 0, 2.5, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrw.Part0=miked:findFirstChild(&quot;Right Wing&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local FrontRightShoulder = waitForChild(Torso, &quot;Front Right Shoulder&quot;)
local FrontLeftShoulder = waitForChild(Torso, &quot;Front Left Shoulder&quot;)
local LeftWingJoint = waitForChild(Torso, &quot;Left Wing Joint&quot;)
local RightWingJoint = waitForChild(Torso, &quot;Right Wing Joint&quot;)
local RearRightHip = waitForChild(Torso, &quot;Rear Right Hip&quot;)
local RearLeftHip = waitForChild(Torso, &quot;Rear Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()

end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0
	FrontRightShoulder.MaxVelocity = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0
	RightWingJoint.DesiredAngle= 0
	LeftShoulder.MaxVelocity = 0
	FrontLeftShoulder.MaxVelocity = 0
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0

end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0
	RightWingJoint.DesiredAngle= 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	FrontRightShoulder.DesiredAngle = 0.5
	LeftShoulder.DesiredAngle = 1.57
	FrontLeftShoulder.DesiredAngle = 0.5
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
	RearLeftHip.DesiredAngle = -1.57
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	RearRightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	FrontRightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	FrontLeftShoulder.MaxVelocity = 1	
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	FrontLeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 1.57
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
end

function movePunch()
	script.Parent.Torso.Anchored=true
	FrontRightShoulder.MaxVelocity = 60
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = -1.57
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	FrontRightShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	FrontRightShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RearRightHip.MaxVelocity = 40
	RearRightHip.DesiredAngle = 1.57
	RearLeftHip.DesiredAngle = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0
	RightWingJoint.DesiredAngle= 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	FrontRightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	FrontLeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RearRightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	RightRearHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	FrontRightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	FrontLeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	FrontRightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	FrontLeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	RearRightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
	RearLeftHip.DesiredAngle = 0
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	FrontRightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	FrontLeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	FrontRightShoulder.DesiredAngle = -314 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	FrontLeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	RearRightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
	RearLeftHip.DesiredAngle = -3.14 /2
	LeftWingJoint.MaxVelocity = 0
	RightWingJoint.MaxVelocity = 0
	LeftWingJoint.DesiredAngle = 0.5
	RightWingJoint.DesiredAngle= 0.5
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		FrontRightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		FrontRightShoulder.MaxVelocity = 0.5
		FrontLeftShoulder.MaxVelocity = 0.5
		RearRightHip.MaxVelocity = 0.5
		RearLeftHip.MaxVelocity = 0.5
		FrontRightShoulder.DesiredAngle = -1.57
		FrontLeftShoulder.DesiredAngle = 1.0
		RearRightHip.DesiredAngle = 1.57
		RearLeftHip.DesiredAngle = 1.0
		LeftWingJoint.MaxVelocity = 0
		RightWingJoint.MaxVelocity = 0
		LeftWingJoint.DesiredAngle = 0.5
		RightWingJoint.DesiredAngle= 0.5
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	FrontRightShoulder.MaxVelocity = 0.1
	FrontLeftShoulder.MaxVelocity = 0.1
	LeftWingJoint.MaxVelocity = 1
	RightWingJoint.MaxVelocity = 1

	if (pose == &quot;Running&quot;) then
		amplitude = 0.5
		frequency = 6
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		FrontRightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearLeftHip.DesiredAngle = -desiredAngle

		LeftWingJoint.DesiredAngle = desiredAngle
		RightWingJoint.DesiredAngle= -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		FrontRightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		FrontLeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
		RearRightHip.DesiredAngle = -desiredAngle
		LeftWingJoint.DesiredAngle = -desiredAngle
		RightWingJoint.DesiredAngle= desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = -2.14
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
		wait(.2)
		FrontRightShoulder.MaxVelocity = 2
		FrontLeftShoulder.MaxVelocity = 1
		FrontRightShoulder.DesiredAngle = 0
		FrontLeftShoulder.DesiredAngle = 0
		RearRightHip.DesiredAngle = 0
		RearLeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
	</Item>
	<Item class="RunService" referent="RBX1772">
		<Properties>
			<string name="Name">Run Service</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX1773</External>
	<External>RBX1774</External>
	<Item class="Players" referent="RBX1775">
		<Properties>
			<int name="MaxPlayers">12</int>
			<string name="Name">Players</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="StarterPack" referent="RBX1776">
		<Properties>
			<string name="Name">StarterPack</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="HopperBin" referent="RBX1777">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Reset</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1778">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Reset Script</string>
					<string name="Source">--clockwork

bin = script.Parent



function onButton1Down(mouse)

	local player = game.Players.LocalPlayer
	if player == nil then return end
	player.Character.Humanoid.Health=0
	mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;

end

function onSelected(mouse)
	mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end

bin.Selected:connect(onSelected)

</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService" referent="RBX1779">
		<Properties>
			<token name="AmbientReverb">0</token>
			<float name="DistanceFactor">10</float>
			<float name="DopplerScale">1</float>
			<string name="Name">Soundscape</string>
			<float name="RolloffScale">1</float>
			<bool name="archivable">true</bool>
		</Properties>
		<External>RBX1780</External>
		<External>RBX1781</External>
		<External>RBX1782</External>
		<External>RBX1783</External>
		<External>RBX1784</External>
		<External>RBX1785</External>
		<External>RBX1786</External>
		<External>RBX1787</External>
		<External>RBX1788</External>
		<External>RBX1789</External>
		<External>RBX1790</External>
		<External>RBX1791</External>
		<External>RBX1792</External>
		<External>RBX1793</External>
	</Item>
	<Item class="ContentProvider" referent="RBX1794">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="PhysicsService" referent="RBX1795">
		<Properties>
			<string name="Name">PhysicsService</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Selection" referent="RBX1796">
		<Properties>
			<string name="Name">Selection</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Lighting" referent="RBX1797">
		<Properties>
			<Color3 name="Ambient">4292203989</Color3>
			<float name="Brightness">1</float>
			<Color3 name="ColorShift_Bottom">4278190080</Color3>
			<Color3 name="ColorShift_Top">4278190080</Color3>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="ShadowColor">4294967295</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Tool" referent="RBX1798">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>-0.800000012</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<string name="Name">CrossBow</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1799">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>260.531921</X>
						<Y>32.9467087</Y>
						<Z>-8.4997797</Z>
						<R00>0.99999994</R00>
						<R01>-0.000315978803</R01>
						<R02>0.000156577546</R02>
						<R10>0.000315979385</R10>
						<R11>0.99999994</R11>
						<R12>-3.87824866e-006</R12>
						<R20>-0.000156576323</R20>
						<R21>3.92772336e-006</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1.20000005</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1800">
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BkrRvKSqkABtAbQzFQXZi0+/AgwA5clvU0YtZhUAAAAASUVORK5CYII=</binary></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1801">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(2)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end



Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="SpecialMesh" referent="RBX1802">
				<Properties>
					<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
					<token name="MeshType">5</token>
					<string name="Name">Arrow</string>
					<Vector3 name="Scale">
						<X>0.5</X>
						<Y>0.5</Y>
						<Z>0.5</Z>
					</Vector3>
					<Content name="TextureId"><null></null></Content>
					<Vector3 name="VertexColor">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1803">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PelletScript</string>
					<string name="Source">pellet = script.Parent
damage = 40
welded = false
function stick(hit) 
	welded = true
	-- joint myself to the thing i hit 
	local weld = Instance.new(&quot;Weld&quot;) 

	weld.Part0 = pellet 
	weld.Part1 = hit 

	local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

	local CJ = CFrame.new(HitPos) 
	local C0 = pellet.CFrame:inverse() *CJ 
	local C1 = hit.CFrame:inverse() * CJ 

	weld.C0 = C0 
	weld.C1 = C1 

	weld.Parent = pellet 
end

function onTouched(hit)
	if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
	Zombie = hit.Parent:findFirstChild(&quot;Zombie&quot;)
	if Zombie~=nil then
		tagZombie(Zombie)
		Zombie.Health = Zombie.Health - damage
		wait(2)
		untagZombie(Zombie)
	else
		wait(2)
		connection:disconnect()
	end
end

function tagZombie(Zombie)
	-- todo: make tag expire
	local tag = pellet:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = Zombie
		
	end
end


function untagZombie(Zombie)
	if Zombie ~= nil then
		local tag =Zombie:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			
			tag.Parent = nil
		end
	end
end

connection = pellet.Touched:connect(onTouched)

wait(1)
if welded then wait(1) end
pellet.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1804">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Slingshot</string>
					<string name="Source">Tool = script.Parent
VELOCITY = 200 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.new(217)
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local head = vCharacter:findFirstChild(&quot;Head&quot;)
	if head == nil then return end

	local dir = mouse_pos - head.Position
	dir = computeDirection(dir)
	local pelletCF = CFrame.new(head.Position,  head.Position + dir)
	local missile = Pellet:clone()
	missile.CFrame = pelletCF * offset

	local delta = mouse_pos - missile.CFrame.p
	
	local dy = delta.y
	
	local new_delta = Vector3.new(delta.x, 0, delta.z)
	delta = new_delta

	local dx = delta.magnitude
	local unit_delta = delta.unit
	
	-- acceleration due to gravity in RBX units
	local g = (0.5 * 1)

	local theta = computeLaunchAngle( dx, dy, g)

	local vy = math.sin(theta)
	local xz = math.cos(theta)
	local vx = unit_delta.x * xz
	local vz = unit_delta.z * xz
        
	missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3

	missile.PelletScript.Disabled = false

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	
	missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
	-- arcane
	-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
	
	local g = math.abs(grav)
	local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
	if inRoot &lt;= 0 then
		return .25 * math.pi
	end
	local root = math.sqrt(inRoot)
	local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

	local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
	local answer1 = math.atan(inATan1)
	local answer2 = math.atan(inATan2)
	if answer1 &lt; answer2 then return answer1 end
	return answer2
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end




Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint

	for i=1,1 do
		for j=1,1 do
			fire(targetPos, CFrame.new(i,j,-5))
		end
	end

	wait(2)

	Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX1805">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0.100000001</X>
					<Y>0.5</Y>
					<Z>0.400000006</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>1</R12>
					<R20>0</R20>
					<R21>-1</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<string name="Name">HealingSpray</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1806">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">23</int>
					<CoordinateFrame name="CFrame">
						<X>-205.938049</X>
						<Y>0.904419065</Y>
						<Z>86.7523651</Z>
						<R00>-0.797895312</R00>
						<R01>0.602795899</R01>
						<R02>0.000566489645</R02>
						<R10>-8.63025707e-005</R10>
						<R11>0.000825480151</R11>
						<R12>-0.999999702</R12>
						<R20>-0.602796197</R20>
						<R21>-0.797895014</R21>
						<R22>-0.000606698217</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0.600000024</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Sound" referent="RBX1807">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Fire</string>
						<int name="PlayCount">1776</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><binary>UklGRhgDAABXQVZFZm10IBAAAAABAAEA+CoAAPgqAAABAAgAZGF0YfQCAABcN0Ncan2Zqq6u
qKGakYd9cGx8ioR1Z1A1KzQ/REhNVF5reoqYqMPm+ffs4NTArZ+Qg3ZZLhETHyg2R1dneI2t
zdTEurWnmY+CdFYoDSE3PElcaXeJmK/S5+DSyb+xpZqMe1stGCY1OkVVX2p/os7j1MK9tKWd
k4Z3WzEYHy03RFNea4Ciy97Qwr2zpJqRgm9PLSIvOkJQXWh3iqfM5N7Ox7yuopaEa0kpIzE7
Qk5da36ZuM/Uy8C4raCSf2ZGKCQvN0FQX26EosDRzsS/t6udjXVUNSgtNz9KWmp+mrvQ0cjC
uq2fkHhWNSgtNj5KWmp+nsLV0snEuquejnVUMyQpNEBOX3CFo8TW08a9saGQfF06JSs6RVNm
eI6sydLJvbOikH5oSC0pN0VTZnqSscvOxLmun49+YTwnLDtHV2t+mbjMyr6ypZR/YT8xOkdT
YnaKpsXOwrWqmINoSDQ5R1Bdco6vx8q/s6aWgWI8LTlFT150kbjRzb2yp5WBXTEhMEFLXHSV
wdrPvbeqlHlLJiY6RlJngqvR1MK3r5yBWDEqPEpUaoqvy8q7s6iSdE0wMkZQXXiZuMS9sKSR
c1ZERVRkfZ2xsamgjW5PQERPW22Ns8fDtquZeFE4OklVZYawyce3qJRtRDVBT1x3ocTKvK6e
fVEzNklWaZC5ysGxoIRYNzhLXHehv7+xo4tkQDhGWG+WusKzoodgQ0VWaoqvvrOjjWdDPE1h
fKjEvKiRaD87T2eMvM68q5lrOCo+V3aoy8Ksk2U4NU5nkcHMtJ5+STFFZYm0w6uMYTw8W36n
yL+jgU8vP2OFttK9oHtHL0hvlb7BoHtROU15obi0jmBERmuZtraZaUM/XImyw7GEVz9Pf6q8
rH5QQVmHr7ujdU1IaZizq4VZR16Osa+LXUZZiKypgFBEZpm7tYlWRmWYtqVzUFp/oKeNaFlt
kKSWcGN9mZyCYV6Bo5x0U1h8nJFrXoCorpR0Z3WFgHJ4iopyX2uPo5BuX2s=</binary></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="SpecialMesh" referent="RBX1808">
					<Properties>
						<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1376459</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>0.899999976</X>
							<Y>0.899999976</Y>
							<Z>0.899999976</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1809">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = true
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;

	--wait(.5)
	--mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	--enabled = true
	--mouse.Button1Up:connect(function() onButton1Up(mouse) end)

end


function onButton1Up(mouse)
enabled = false
Tool.Enabled = false
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
wait(1)
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
enabled = true
Tool.Enabled = true
end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)	
	mouse.Button1Up:connect(function() onButton1Up(mouse)end)
end


Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1810">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Paintball</string>
					<string name="Source">ball = script.Parent
damage = -10



function onTouched(hit)
	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	

	if humanoid ~= nil then
		tagHumanoid(humanoid)
		humanoid.Health = humanoid.Health - damage
		wait(.001)
		untagHumanoid(humanoid)
	end

	connection:disconnect()
	ball.Parent = nil
end

function tagHumanoid(humanoid)
	-- todo: make tag expire
	local tag = ball:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = humanoid
	end
end


function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

connection = ball.Touched:connect(onTouched)

wait(8)
ball.Parent = nil
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1811">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PaintballShooter</string>
					<string name="Source">Tool = script.Parent

colors = {0, 0, 0}

function fire(v)

	Tool.Handle.Fire:play()
	

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local missile = Instance.new(&quot;Part&quot;)

        

	local spawnPos = vCharacter.PrimaryPart.Position
	


	spawnPos  = spawnPos + (v * 8)

	missile.Position = spawnPos
	missile.Size = Vector3.new(1,1,1)
	missile.Velocity = v * 240
	missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
	missile.Shape = 0
	missile.BottomSurface = 0
	missile.TopSurface = 0
	missile.Name = &quot;Paintball&quot;
	missile.Elasticity = 0
	missile.Reflectance = 0
	missile.Friction = .3

	local force = Instance.new(&quot;BodyForce&quot;)
	force.force = Vector3.new(0,100,0)
	force.Parent = missile
	
	Tool.BrickCleanup:clone().Parent = missile

	local new_script = script.Parent.Paintball:clone()
	new_script.Disabled = false
	new_script.Parent = missile

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	


	missile.Parent = game.Workspace
	--wait(0.05)
	--fire(
	

end


function check(en)
---------------------------------------Function start here.
if (Tool.Enabled == false) then
return false
end--end for if!
-------------------------------
if (Tool.Enabled == true) then
return true
end
---------------------------------------Function end here.
end


Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	--Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit
	
	if (check()) then
	fire(lookAt)
	wait(0.001)
	onActivated()
	end
	return

	--Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1812">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BrickCleanup</string>
					<string name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(.001)
script.Parent.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX1813">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<float name="WalkSpeed">16</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="ObjectValue" referent="RBX1814">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1815">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1816">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1817">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1818">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1819">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1820">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1821">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1822">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1823">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1824">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1825">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1826">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1827">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1828">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1829">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1830">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1831">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1832">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1833">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1834">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1835">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1836">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1837">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1838">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1839">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1840">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1841">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1842">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1843">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1844">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1845">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1846">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1847">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1848">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1849">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1850">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1851">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1852">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1853">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1854">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1855">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1856">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1857">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1858">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1859">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1860">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1861">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1862">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1863">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1864">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1865">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1866">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1867">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1868">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1869">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1870">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1871">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="ObjectValue" referent="RBX1872">
					<Properties>
						<string name="Name">creator</string>
						<Ref name="Value">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX1873">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>-0.200000003</Y>
					<Z>-0.5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>-3.05180438e-005</R12>
					<R20>0</R20>
					<R21>3.05180438e-005</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">M9</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1874">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Paintball</string>
					<string name="Source">ball = script.Parent
damage = 10

function onTouched(hit)
	local Zombie = hit.Parent:findFirstChild(&quot;Zombie&quot;)
	local Zombie = hit.Parent:findFirstChild(&quot;Isamorph&quot;)
	for i=1,3 do
		local s = Instance.new(&quot;Part&quot;)		s.Shape = 0 -- block		s.formFactor = 2 -- plate		s.Size = Vector3.new(1,.4,1)		s.BrickColor = ball.BrickColor		local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1))	s.Velocity = 25 * v		s.CFrame = CFrame.new(ball.Position + v, v)		ball.BrickCleanup:clone().Parent = s
		s.BrickCleanup.Disabled = false
		s.Parent = game.Workspace
		
	end
	

	if Zombie ~= nil then		tagZombie(Zombie)		Zombie.Health = Zombie.Health - damage		wait(2)		untagZombie(Zombie)
	end

	connection:disconnect()
	ball.Parent = nil
end

function tagZombie(Zombie)
	-- todo: make tag expire
	local tag = ball:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = Zombie
	end
end


function untagZombie(Zombie)
	if Zombie ~= nil then
		local tag = Zombie:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

connection = ball.Touched:connect(onTouched)

wait(2)
ball.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="LocalScript" referent="RBX1875">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.3)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1876">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PaintballShooter</string>
					<string name="Source">Tool = script.Parent

colors = {26,}

function fire(v)

	Tool.Handle.Fire:play()
	

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local missile = Instance.new(&quot;Part&quot;)

        

	local spawnPos = vCharacter.PrimaryPart.Position
	


	spawnPos  = spawnPos + (v * 8)

	missile.Position = spawnPos
	missile.Size = Vector3.new(1,1,1)
	missile.Velocity = v * 200
	missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
	missile.Shape = 1
	missile.BottomSurface = 0
	missile.TopSurface = 0
	missile.Name = &quot;Paintball&quot;
	missile.Elasticity = 0
	missile.Reflectance = .1
	missile.Friction = .3

	local force = Instance.new(&quot;BodyForce&quot;)
	force.force = Vector3.new(0,200,0)
	force.Parent = missile
	
	Tool.BrickCleanup:clone().Parent = missile

	local new_script = script.Parent.Paintball:clone()
	new_script.Disabled = false
	new_script.Parent = missile

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	


	missile.Parent = game.Workspace

end



Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false
	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit

	fire(lookAt)

	wait(.3)

	Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)

</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1877">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BrickCleanup</string>
					<string name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(1)
script.Parent.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1878">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">26</int>
					<CoordinateFrame name="CFrame">
						<X>-199.827789</X>
						<Y>4.80425835</Y>
						<Z>41.0623169</Z>
						<R00>0.355129182</R00>
						<R01>-0</R01>
						<R02>-0.934817255</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>0.934817255</R20>
						<R21>0</R21>
						<R22>0.355129182</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>2</Z>
					</Vector3>
				</Properties>
				<Item class="Sound" referent="RBX1879">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Fire</string>
						<int name="PlayCount">166</int>
						<bool name="PlayOnRemove">false</bool>
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						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="SpecialMesh" referent="RBX1880">
					<Properties>
						<Content name="MeshId"><hash>7ff2735b442790a1b6fe9d416656349e</hash></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0.5</Z>
						</Vector3>
						<Content name="TextureId"><hash>8e2d98c5b5002c8673f8baba6da50321</hash></Content>
						<Vector3 name="VertexColor">
							<X>26</X>
							<Y>26</Y>
							<Z>26</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX1881">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0.400000006</Y>
					<Z>0.400000006</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>-1</R12>
					<R20>0</R20>
					<R21>-1</R21>
					<R22>-0</R22>
				</CoordinateFrame>
				<string name="Name">SMG</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1882">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BrickCleanup</string>
					<string name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(1)
script.Parent.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1883">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>-200.94519</X>
						<Y>0.897068858</Y>
						<Z>95.0241852</Z>
						<R00>0.364216685</R00>
						<R01>-0.93131423</R01>
						<R02>0.000294803176</R02>
						<R10>0.000311154261</R10>
						<R11>-0.000194871027</R11>
						<R12>-0.99999994</R12>
						<R20>0.93131423</R20>
						<R21>0.364216775</R21>
						<R22>0.00021878579</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">2</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
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					<Vector3 name="Velocity">
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						<Y>0</Y>
						<Z>0</Z>
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					<bool name="archivable">true</bool>
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					<Properties>
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gICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICAgICA</binary></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1886">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = true
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;

	--wait(.5)
	--mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	--enabled = true
	--mouse.Button1Up:connect(function() onButton1Up(mouse) end)

end


function onButton1Up(mouse)
enabled = false
Tool.Enabled = false
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
wait(2.2)
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
enabled = true
Tool.Enabled = true
end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)	
	mouse.Button1Up:connect(function() onButton1Up(mouse)end)
end


Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1887">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PaintballShooter</string>
					<string name="Source">Tool = script.Parent

colors = {24,24,226}

function fire(v)

	Tool.Handle.Fire:play()
	

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local missile = Instance.new(&quot;Part&quot;)

        

	local spawnPos = vCharacter.PrimaryPart.Position
	


	spawnPos  = spawnPos + (v * 8)

	missile.Position = spawnPos
	missile.Size = Vector3.new(0.2,0.2,0.2)
	missile.Velocity = v * 200
	missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
	missile.Shape = 1
	missile.BottomSurface = 0
	missile.TopSurface = 0
	missile.Name = &quot;Paintball&quot;
	missile.Elasticity = 0
	missile.Reflectance = 0
	missile.Friction = 1

	local force = Instance.new(&quot;BodyForce&quot;)
	force.force = Vector3.new(0,220,0)
	force.Parent = missile
	
	Tool.BrickCleanup:clone().Parent = missile

	local new_script = script.Parent.Paintball:clone()
	new_script.Disabled = false
	new_script.Parent = missile

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	


	missile.Parent = game.Workspace
	--wait(0.05)
	--fire(
	

end


function check(en)
---------------------------------------Function start here.
if (Tool.Enabled == false) then
return false
end--end for if!
-------------------------------
if (Tool.Enabled == true) then
return true
end
---------------------------------------Function end here.
end


Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	--Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit
	
	if (check()) then
	fire(lookAt)
	wait(0.1)
	onActivated()
	end
	return

	--Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1888">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Paintball</string>
					<string name="Source">ball = script.Parent
damage = 3



function onTouched(hit)
	local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
	local humaonid = hit.Parent:findFirstChild(&quot;Isamorph&quot;)
	

	if humanoid ~= nil then
		tagHumanoid(humanoid)
		humanoid.Health = humanoid.Health - damage
		wait(2)
		untagHumanoid(humanoid)
	end

	connection:disconnect()
	ball.Parent = nil
end

function tagHumanoid(humanoid)
	-- todo: make tag expire
	local tag = ball:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = humanoid
	end
end


function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

connection = ball.Touched:connect(onTouched)

wait(0.5)
ball.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX1889">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>-0.800000012</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<string name="Name">MorphKiller</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1890">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>260.531921</X>
						<Y>32.9467087</Y>
						<Z>-8.4997797</Z>
						<R00>0.99999994</R00>
						<R01>-0.000315978803</R01>
						<R02>0.000156577546</R02>
						<R10>0.000315979385</R10>
						<R11>0.99999994</R11>
						<R12>-3.87824866e-006</R12>
						<R20>-0.000156576323</R20>
						<R21>3.92772336e-006</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1.20000005</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1891">
					<Properties>
						<Content name="MeshId"><hash>96a1afb5c26ae6951de528bd657322a9</hash></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.5</X>
							<Y>1.5</Y>
							<Z>1.5</Z>
						</Vector3>
						<Content name="TextureId"><hash>c98ffeba5f1025da534d3c0eb7f886e4</hash></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1892">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(2)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end



Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="SpecialMesh" referent="RBX1893">
				<Properties>
					<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
					<token name="MeshType">5</token>
					<string name="Name">Arrow</string>
					<Vector3 name="Scale">
						<X>0.5</X>
						<Y>0.5</Y>
						<Z>0.5</Z>
					</Vector3>
					<Content name="TextureId"><null></null></Content>
					<Vector3 name="VertexColor">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1894">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Slingshot</string>
					<string name="Source">Tool = script.Parent
VELOCITY = 200 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.new(217)
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local head = vCharacter:findFirstChild(&quot;Head&quot;)
	if head == nil then return end

	local dir = mouse_pos - head.Position
	dir = computeDirection(dir)
	local pelletCF = CFrame.new(head.Position,  head.Position + dir)
	local missile = Pellet:clone()
	missile.CFrame = pelletCF * offset

	local delta = mouse_pos - missile.CFrame.p
	
	local dy = delta.y
	
	local new_delta = Vector3.new(delta.x, 0, delta.z)
	delta = new_delta

	local dx = delta.magnitude
	local unit_delta = delta.unit
	
	-- acceleration due to gravity in RBX units
	local g = (0.5 * 1)

	local theta = computeLaunchAngle( dx, dy, g)

	local vy = math.sin(theta)
	local xz = math.cos(theta)
	local vx = unit_delta.x * xz
	local vz = unit_delta.z * xz
        
	missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.3

	missile.PelletScript.Disabled = false

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	
	missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
	-- arcane
	-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
	
	local g = math.abs(grav)
	local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
	if inRoot &lt;= 0 then
		return .25 * math.pi
	end
	local root = math.sqrt(inRoot)
	local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

	local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
	local answer1 = math.atan(inATan1)
	local answer2 = math.atan(inATan2)
	if answer1 &lt; answer2 then return answer1 end
	return answer2
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end




Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint

	for i=1,1 do
		for j=1,1 do
			fire(targetPos, CFrame.new(i,j,-5))
		end
	end

	wait(2)

	Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1895">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PelletScript</string>
					<string name="Source">pellet = script.Parent
damage = 10
welded = false
function stick(hit) 
	welded = true
	-- joint myself to the thing i hit 
	local weld = Instance.new(&quot;Weld&quot;) 

	weld.Part0 = pellet 
	weld.Part1 = hit 

	local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

	local CJ = CFrame.new(HitPos) 
	local C0 = pellet.CFrame:inverse() *CJ 
	local C1 = hit.CFrame:inverse() * CJ 

	weld.C0 = C0 
	weld.C1 = C1 

	weld.Parent = pellet 
end

function onTouched(hit)
	if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
	Zombie = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if Zombie~=nil then
		tagZombie(Zombie)
		Zombie.Health = Zombie.Health - damage
		wait(2)
		untagZombie(Zombie)
	else
		wait(2)
		connection:disconnect()
	end
end

function tagZombie(Zombie)
	-- todo: make tag expire
	local tag = pellet:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = Zombie
		
	end
end


function untagZombie(Zombie)
	if Zombie ~= nil then
		local tag =Zombie:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			
			tag.Parent = nil
		end
	end
end

connection = pellet.Touched:connect(onTouched)

wait(1)
if welded then wait(1) end
pellet.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX1896">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0.400000006</Y>
					<Z>0.400000006</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>0</R10>
					<R11>0</R11>
					<R12>-1</R12>
					<R20>0</R20>
					<R21>-1</R21>
					<R22>-0</R22>
				</CoordinateFrame>
				<string name="Name">SSMG</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1897">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">BrickCleanup</string>
					<string name="Source">-- this script removes its parent from the workspace after 24 seconds

wait(1)
script.Parent.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1898">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>-200.94519</X>
						<Y>0.897068858</Y>
						<Z>95.0241852</Z>
						<R00>0.364216685</R00>
						<R01>-0.93131423</R01>
						<R02>0.000294803176</R02>
						<R10>0.000311154261</R10>
						<R11>-0.000194871027</R11>
						<R12>-0.99999994</R12>
						<R20>0.93131423</R20>
						<R21>0.364216775</R21>
						<R22>0.00021878579</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">2</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1899">
					<Properties>
						<Content name="MeshId"><hash>e14a2ce1e255bce23a58a8f63fc1fda5</hash></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>0.419999987</X>
							<Y>0.419999987</Y>
							<Z>0.419999987</Z>
						</Vector3>
						<Content name="TextureId"><hash>511ae5c378a8af4b1b1de24fa6fea5c5</hash></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1900">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Fire</string>
						<int name="PlayCount">1283</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><hash>00f1823e9cf973454d2a6713c27e5072</hash></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1901">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = true
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;

	--wait(.5)
	--mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	--enabled = true
	--mouse.Button1Up:connect(function() onButton1Up(mouse) end)

end


function onButton1Up(mouse)
enabled = false
Tool.Enabled = false
mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;
wait(2.2)
mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
enabled = true
Tool.Enabled = true
end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)	
	mouse.Button1Up:connect(function() onButton1Up(mouse)end)
end


Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1902">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PaintballShooter</string>
					<string name="Source">Tool = script.Parent

colors = {24,24,226}

function fire(v)

	Tool.Handle.Fire:play()
	

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local missile = Instance.new(&quot;Part&quot;)

        

	local spawnPos = vCharacter.PrimaryPart.Position
	


	spawnPos  = spawnPos + (v * 8)

	missile.Position = spawnPos
	missile.Size = Vector3.new(0.2,0.2,0.2)
	missile.Velocity = v * 200
	missile.BrickColor = BrickColor.new(colors[math.random(1, #colors)])
	missile.Shape = 1
	missile.BottomSurface = 0
	missile.TopSurface = 0
	missile.Name = &quot;Paintball&quot;
	missile.Elasticity = 0
	missile.Reflectance = 0
	missile.Friction = 1

	local force = Instance.new(&quot;BodyForce&quot;)
	force.force = Vector3.new(0,220,0)
	force.Parent = missile
	
	Tool.BrickCleanup:clone().Parent = missile

	local new_script = script.Parent.Paintball:clone()
	new_script.Disabled = false
	new_script.Parent = missile

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	


	missile.Parent = game.Workspace
	--wait(0.05)
	--fire(
	

end


function check(en)
---------------------------------------Function start here.
if (Tool.Enabled == false) then
return false
end--end for if!
-------------------------------
if (Tool.Enabled == true) then
return true
end
---------------------------------------Function end here.
end


Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	--Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint
	local lookAt = (targetPos - character.Head.Position).unit
	
	if (check()) then
	fire(lookAt)
	wait(0.1)
	onActivated()
	end
	return

	--Tool.Enabled = true
end


script.Parent.Activated:connect(onActivated)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1903">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Paintball</string>
					<string name="Source">ball = script.Parent
damage = 6



function onTouched(hit)
	local humanoid = hit.Parent:findFirstChild(&quot;Zombie&quot;)
	local humaonid = hit.Parent:findFirstChild(&quot;Isamorph&quot;)
	

	if humanoid ~= nil then
		tagHumanoid(humanoid)
		humanoid.Health = humanoid.Health - damage
		wait(2)
		untagHumanoid(humanoid)
	end

	connection:disconnect()
	ball.Parent = nil
end

function tagHumanoid(humanoid)
	-- todo: make tag expire
	local tag = ball:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = humanoid
	end
end


function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end

connection = ball.Touched:connect(onTouched)

wait(0.5)
ball.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Tool" referent="RBX1904">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>-0.800000012</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<string name="Name">UpgradedMorphKiller</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX1905">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>260.531921</X>
						<Y>32.9467087</Y>
						<Z>-8.4997797</Z>
						<R00>0.99999994</R00>
						<R01>-0.000315978803</R01>
						<R02>0.000156577546</R02>
						<R10>0.000315979385</R10>
						<R11>0.99999994</R11>
						<R12>-3.87824866e-006</R12>
						<R20>-0.000156576323</R20>
						<R21>3.92772336e-006</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">1</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1.20000005</Y>
						<Z>3</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1906">
					<Properties>
						<Content name="MeshId"><hash>96a1afb5c26ae6951de528bd657322a9</hash></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.5</X>
							<Y>1.5</Y>
							<Z>1.5</Z>
						</Vector3>
						<Content name="TextureId"><hash>c98ffeba5f1025da534d3c0eb7f886e4</hash></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1907">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(2)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end



Tool.Equipped:connect(onEquippedLocal)
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="SpecialMesh" referent="RBX1908">
				<Properties>
					<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1029622</url></Content>
					<token name="MeshType">5</token>
					<string name="Name">Arrow</string>
					<Vector3 name="Scale">
						<X>0.5</X>
						<Y>0.5</Y>
						<Z>0.5</Z>
					</Vector3>
					<Content name="TextureId"><null></null></Content>
					<Vector3 name="VertexColor">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1909">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Slingshot</string>
					<string name="Source">Tool = script.Parent
VELOCITY = 200 -- constant

local Pellet = Instance.new(&quot;Part&quot;)
Pellet.Name = &quot;Arrow&quot;
Pellet.Locked = true
Pellet.BackSurface = 0
Pellet.BottomSurface = 0
Pellet.FrontSurface = 0
Pellet.LeftSurface = 0
Pellet.RightSurface = 0
Pellet.TopSurface = 0
Pellet.Reflectance = .3
Pellet.BrickColor = BrickColor.new(217)
Pellet.Shape = &quot;Block&quot;
Pellet.Size = Vector3.new(1,1.2,1)
script.Parent.PelletScript:clone().Parent = Pellet

local mesh = Instance.new(&quot;SpecialMesh&quot;)
mesh = Tool.Arrow:clone()
mesh.Scale = Vector3.new(1,1,1)
mesh.Parent = Pellet

function fire(mouse_pos, offset)



-- find player&apos;s head pos

	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)

	local head = vCharacter:findFirstChild(&quot;Head&quot;)
	if head == nil then return end

	local dir = mouse_pos - head.Position
	dir = computeDirection(dir)
	local pelletCF = CFrame.new(head.Position,  head.Position + dir)
	local missile = Pellet:clone()
	missile.CFrame = pelletCF * offset

	local delta = mouse_pos - missile.CFrame.p
	
	local dy = delta.y
	
	local new_delta = Vector3.new(delta.x, 0, delta.z)
	delta = new_delta

	local dx = delta.magnitude
	local unit_delta = delta.unit
	
	-- acceleration due to gravity in RBX units
	local g = (0.5 * 1)

	local theta = computeLaunchAngle( dx, dy, g)

	local vy = math.sin(theta)
	local xz = math.cos(theta)
	local vx = unit_delta.x * xz
	local vz = unit_delta.z * xz
        
	missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY * 1.8

	missile.PelletScript.Disabled = false

	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = vPlayer
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = missile
	
	missile.Parent = game.Workspace

end


function computeLaunchAngle(dx,dy,grav)
	-- arcane
	-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile
	
	local g = math.abs(grav)
	local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))
	if inRoot &lt;= 0 then
		return .25 * math.pi
	end
	local root = math.sqrt(inRoot)
	local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)

	local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)
	local answer1 = math.atan(inATan1)
	local answer2 = math.atan(inATan2)
	if answer1 &lt; answer2 then return answer1 end
	return answer2
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end




Tool.Enabled = true
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	local targetPos = humanoid.TargetPoint

	for i=1,1 do
		for j=1,1 do
			fire(targetPos, CFrame.new(i,j,-5))
		end
	end

	wait(2)

	Tool.Enabled = true
end

script.Parent.Activated:connect(onActivated)


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1910">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PelletScript</string>
					<string name="Source">pellet = script.Parent
damage = 20
welded = false
function stick(hit) 
	welded = true
	-- joint myself to the thing i hit 
	local weld = Instance.new(&quot;Weld&quot;) 

	weld.Part0 = pellet 
	weld.Part1 = hit 

	local HitPos = pellet.Position + (pellet.CFrame.lookVector * .5) 

	local CJ = CFrame.new(HitPos) 
	local C0 = pellet.CFrame:inverse() *CJ 
	local C1 = hit.CFrame:inverse() * CJ 

	weld.C0 = C0 
	weld.C1 = C1 

	weld.Parent = pellet 
end

function onTouched(hit)
	if welded == false and hit.Parent:findFirstChild(&quot;Arrow&quot;) == nil then stick(hit) end
	Zombie = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	if Zombie~=nil then
		tagZombie(Zombie)
		Zombie.Health = Zombie.Health - damage
		wait(2)
		untagZombie(Zombie)
	else
		wait(2)
		connection:disconnect()
	end
end

function tagZombie(Zombie)
	-- todo: make tag expire
	local tag = pellet:findFirstChild(&quot;creator&quot;)
	if tag ~= nil then
		local new_tag = tag:clone()
		new_tag.Parent = Zombie
		
	end
end


function untagZombie(Zombie)
	if Zombie ~= nil then
		local tag =Zombie:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			
			tag.Parent = nil
		end
	end
end

connection = pellet.Touched:connect(onTouched)

wait(1)
if welded then wait(1) end
pellet.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin" referent="RBX1911">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Plane2</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1912">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">PlaneFlyer</string>
					<string name="Source">bin=script.Parent
plane=nil
hold=false
local debounce = false
local planedebounce = false
local stuntdebounce = false
local controlling = false


function fire(pln,engine)
	--local missile = bin.Rocket:clone()
	--missile.CFrame = spn.CFrame * CFrame.new(0, 0, -35)

	--missile.RocketScript.Disabled = false
	--missile.Parent = game.Workspace

	--local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	--creator_tag.Value = game.Players.LocalPlayer
	--creator_tag.Name = &quot;creator&quot;
	--creator_tag.Parent = missile

	--missile.Owner.Value = pln




	dir = engine.CFrame.lookVector

	
	for i = 1, 50 do
		local ex = Instance.new(&quot;Explosion&quot;)
		ex.BlastRadius = 6
		ex.BlastPressure = 8000000
		ex.Position = engine.Position + (dir * 50) + (dir  * i * 12)
		ex.Parent = game.Workspace
	end


end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

function move(target, engine)
	local origincframe = engine:findFirstChild(&quot;BodyGyro&quot;).cframe
	local dir = (target - engine.Position).unit
	local spawnPos = engine.Position

	local pos = spawnPos + (dir * 1)

	engine:findFirstChild(&quot;BodyGyro&quot;).maxTorque = Vector3.new(9000, 9000, 9000)
	engine:findFirstChild(&quot;BodyGyro&quot;).cframe = CFrame.new(pos,  pos + dir)
	wait(0.1)
	engine:findFirstChild(&quot;BodyGyro&quot;).maxTorque = Vector3.new(0, 0, 0)
	engine:findFirstChild(&quot;BodyGyro&quot;).cframe = origincframe
end

function findPlane(player)
	local list = player.Character:GetChildren()
	for x = 1, #list do
		if (list[x].Name == &quot;Plane&quot;) then
		        local color_tag = list[x]:FindFirstChild(&quot;PlaneColor&quot;)
			if (color_tag ~= nil) then 
				color_tag.Value = player.TeamColor 
			end
			local weld = list[x]:FindFirstChild(&quot;Parts&quot;):FindFirstChild(&quot;Seat&quot;):FindFirstChild(&quot;SeatWeld&quot;)
			if (weld ~= nil) and (weld.Part1 == player.Character:FindFirstChild(&quot;Torso&quot;)) then
				return list[x]
			end
		end
	end
	return nil
end

function onButton1Down(mouse)
	local vehicle = findPlane(script.Parent.Parent.Parent)
	if vehicle ~= nil and debounce == false and planedebounce == false then
	debounce = true

	controlling = true

	while true do
		wait()
		local engine = vehicle.Parts.Engine
		local position = mouse.Hit
		local target = position.p
		if engine:findFirstChild(&quot;FlyScript&quot;) ~= nil then
		move(target, engine)
		end
		if planedebounce == true or
		controlling == false then break end
	end
	wait(.1)
	debounce = false
	end
end

function onButton1Up(mouse)
	controlling = false
end

function onSelected(mouse)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
	mouse.KeyDown:connect(onKeyDown)
end

function onKeyDown(key)
	if (key~=nil) then
		key = key:lower()
		local vehicle = findPlane(script.Parent.Parent.Parent)
		if (vehicle==nil) then return end
		plane = vehicle.Parts
		local engine = vehicle.Parts.Engine
			if (key==&quot;f&quot;) and (bin.Reload.Value == 0) then
				fire(vehicle,plane.Engine)
				bin.Reload.Value = 1
				wait(1)
				bin.Reload.Value = 0
			end
			if (key==&quot;x&quot;) and planedebounce == false then
				local power = plane.Engine:findFirstChild(&quot;FlyScript&quot;)
				if (power ~= nil) then
					power.Parent = nil
					plane.Engine.BodyVelocity.maxForce = Vector3.new(0,0,0)
				end
			end
			if (key==&quot;y&quot;) then
				local power = plane.Engine:findFirstChild(&quot;FlyScript&quot;)
				if (power ~= nil) then return end
				local fly = script.FlyScript:clone()
				fly.Disabled = false
				fly.Parent = plane.Engine
			end
			if (key==&quot;k&quot;) and planedebounce == false then
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y -0.7, 0)
			end
			if (key==&quot;h&quot;) and planedebounce == false then
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
				wait()
				engine.RotVelocity = Vector3.new(0, engine.RotVelocity.y +0.7, 0)
			return end
			if (key==&quot;j&quot;) and planedebounce == false then
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local position = engine.CFrame * Vector3.new(0, 0.5, -4)
				local dir = position - engine.Position

				dir = computeDirection(dir)

				local spawnPos = engine.Position

				local pos = spawnPos + (dir * 8)

				body.cframe = CFrame.new(pos,  pos + dir)
				wait(.2)
				body.maxTorque = Vector3.new(0, 0, 0)
			end
			if (key==&quot;l&quot;) and planedebounce == false then
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 0, 0)
				local frame = plane:FindFirstChild(&quot;OriginCFrame&quot;)
				if frame ~= nil then
					body.cframe = frame.Value
				end
				wait(0.1)
				body.maxTorque = Vector3.new(0, 0, 0)
			end
			if (key==&quot;u&quot;) and planedebounce == false then
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local position = engine.CFrame * Vector3.new(0, -0.5, -4)
				local dir = position - engine.Position

				dir = computeDirection(dir)

				local spawnPos = engine.Position

				local pos = spawnPos + (dir * 8)

				body.cframe = CFrame.new(pos,  pos + dir)
				wait(.2)
				body.maxTorque = Vector3.new(0, 0, 0)
			end
			if (key==&quot;g&quot;) and planedebounce == false and stuntdebounce == false then
				planedebounce = true
				stuntdebounce = true
				plane.Parent.Stunt.Value = 1
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local currentframe = plane.Engine.CFrame

				for i = 1,6 do
				body.cframe = plane.Engine.CFrame * CFrame.fromEulerAnglesXYZ(0, 0, 30)
				wait(.2)
				end

				body.cframe = currentframe
				wait(.6)

				body.maxTorque = Vector3.new(0, 0, 0)
				planedebounce = false
				plane.Parent.Stunt.Value = 0
				wait(3)
				stuntdebounce = false
			end
			if (key==&quot;t&quot;) and planedebounce == false and stuntdebounce == false then
				planedebounce = true
				stuntdebounce = true
				plane.Parent.Stunt.Value = 1
				local body = plane.Engine.BodyGyro
				body.maxTorque = Vector3.new(9000, 9000, 9000)

				local currentframe = plane.Engine.CFrame
				local valy = 30
				local valz = 30

				for i = 1,8 do
				body.cframe = currentframe * CFrame.fromEulerAnglesXYZ(0, valy, valz)
				valy = valy +50
				valz = valz +100
				wait(.1)
				end

				body.cframe = currentframe * CFrame.fromEulerAnglesXYZ(0, 600, 0)

				wait(.5)

				body.maxTorque = Vector3.new(0, 0, 0)
				planedebounce = false
				plane.Parent.Stunt.Value = 0
				wait(4)
				stuntdebounce = false
			end
	end
end

bin.Selected:connect(onSelected)
</string>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX1913">
					<Properties>
						<bool name="Disabled">true</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">FlyScript</string>
						<string name="Source">local engine = script.Parent.Parent.Engine
local spd = 60
local position = engine.Position

bv = engine.BodyVelocity
bv.velocity = Vector3.new(0,0,0)
bv.maxForce = Vector3.new(1e7,1e6,1e7)



while true do
	wait(.1)
	dir = engine.CFrame.lookVector 

	bv.velocity = dir * spd

end 
</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="IntValue" referent="RBX1914">
				<Properties>
					<string name="Name">Reload</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="ControllerService" referent="RBX1915">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX1916</External>
	<Item class="ChangeHistoryService" referent="RBX1917">
		<Properties>
			<string name="Name">ChangeHistoryService</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Timer" referent="RBX1918">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Teams" referent="RBX1919">
		<Properties>
			<string name="Name">Teams</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Team" referent="RBX1920">
			<Properties>
				<bool name="AutoAssignable">true</bool>
				<bool name="AutoColorCharacters">true</bool>
				<string name="Name">Humans</string>
				<int name="Score">0</int>
				<int name="TeamColor">1</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Team" referent="RBX1921">
			<Properties>
				<bool name="AutoAssignable">true</bool>
				<bool name="AutoColorCharacters">true</bool>
				<string name="Name">Giants and Spiders</string>
				<int name="Score">0</int>
				<int name="TeamColor">26</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
	</Item>
	<Item class="Geometry" referent="RBX1922">
		<Properties>
			<string name="Name">Geometry</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Debris" referent="RBX1923">
		<Properties>
			<int name="MaxItems">80000</int>
			<string name="Name">Debris</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX1924</External>
</roblox>