<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="Model" referent="RBX3">
			<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">Regen</string>
				<Ref name="PrimaryPart">RBX4</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX5">
				<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">Orb</string>
					<Ref name="PrimaryPart">RBX4</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<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">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>139.5</X>
							<Y>58</Y>
							<Z>-196.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX7">
					<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">24</int>
						<CoordinateFrame name="CFrame">
							<X>142</X>
							<Y>57.7999992</Y>
							<Z>-194</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">Orb</string>
						<float name="Reflectance">1</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">0</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX8">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(hit)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].Character == hit.Parent then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;local tag = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;tag.Parent = p[i]&#13;&#10;&#9;&#9;&#9;tag.Name = &quot;OrbTag&quot;&#13;&#10;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;m.Parent = p[i]&#13;&#10;&#9;&#9;&#9;m.Text = &quot;You found a secret orb!&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;This orb has great power.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Say /a to increase your health by 50 percent...&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Or say /b to increase your damage by 50 percent.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = script.Parent.Touched:connect(onTouched)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX4">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>142</X>
							<Y>56.2000008</Y>
							<Z>-194</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>6</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<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">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>144.5</X>
							<Y>58</Y>
							<Z>-196.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</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">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>139.5</X>
							<Y>58</Y>
							<Z>-191.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</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">4</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">194</int>
						<CoordinateFrame name="CFrame">
							<X>144.5</X>
							<Y>58</Y>
							<Z>-191.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX12">
				<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">Orb</string>
					<Ref name="PrimaryPart">RBX13</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX14">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-120.5</X>
							<Y>12.4000006</Y>
							<Z>-61.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX15">
					<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">24</int>
						<CoordinateFrame name="CFrame">
							<X>-118</X>
							<Y>12.1999998</Y>
							<Z>-59</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">Orb</string>
						<float name="Reflectance">1</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">0</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX16">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(hit)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].Character == hit.Parent then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;local tag = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;tag.Parent = p[i]&#13;&#10;&#9;&#9;&#9;tag.Name = &quot;OrbTag&quot;&#13;&#10;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;m.Parent = p[i]&#13;&#10;&#9;&#9;&#9;m.Text = &quot;You found a secret orb!&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;This orb has great power.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Say /a to increase your health by 50 percent...&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Or say /b to increase your damage by 50 percent.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = script.Parent.Touched:connect(onTouched)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX13">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-118</X>
							<Y>10.6000004</Y>
							<Z>-59</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>6</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX17">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-115.5</X>
							<Y>12.4000006</Y>
							<Z>-61.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX18">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-120.5</X>
							<Y>12.4000006</Y>
							<Z>-56.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX19">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-115.5</X>
							<Y>12.4000006</Y>
							<Z>-56.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
			<Item class="Model" referent="RBX20">
				<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">Orb</string>
					<Ref name="PrimaryPart">RBX21</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX22">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-118.5</X>
							<Y>14.8000002</Y>
							<Z>-147.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX23">
					<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">24</int>
						<CoordinateFrame name="CFrame">
							<X>-116</X>
							<Y>14.6000004</Y>
							<Z>-145</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">Orb</string>
						<float name="Reflectance">1</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">0</token>
						<Vector3 name="size">
							<X>2</X>
							<Y>2</Y>
							<Z>2</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX24">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">Script</string>
							<string name="Source">function onTouched(hit)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].Character == hit.Parent then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;local tag = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;tag.Parent = p[i]&#13;&#10;&#9;&#9;&#9;tag.Name = &quot;OrbTag&quot;&#13;&#10;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;m.Parent = p[i]&#13;&#10;&#9;&#9;&#9;m.Text = &quot;You found a secret orb!&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;This orb has great power.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Say /a to increase your health by 50 percent...&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Or say /b to increase your damage by 50 percent.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = script.Parent.Touched:connect(onTouched)</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX21">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-116</X>
							<Y>13</Y>
							<Z>-145</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>6</X>
							<Y>1.20000005</Y>
							<Z>6</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX25">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-113.5</X>
							<Y>14.8000002</Y>
							<Z>-147.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX26">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-118.5</X>
							<Y>14.8000002</Y>
							<Z>-142.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX27">
					<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">194</int>
						<CoordinateFrame name="CFrame">
							<X>-113.5</X>
							<Y>14.8000002</Y>
							<Z>-142.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">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>1</X>
							<Y>2.4000001</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX28">
				<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">29</int>
					<CoordinateFrame name="CFrame">
						<X>-14.5</X>
						<Y>4.0999999</Y>
						<Z>91.5</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>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">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">Weapon 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">0</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Script" referent="RBX29">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">script</string>
						<string name="Source">function getPlayer(humanoid) &#13;&#10;local players = game.Players:children() &#13;&#10;for i = 1, #players do &#13;&#10;if players[i].Character.Humanoid == humanoid then return players[i] end &#13;&#10;end &#13;&#10;return nil &#13;&#10;end &#13;&#10;&#13;&#10;function onTouch(part) &#13;&#10;local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) &#13;&#10;if (human == nil) then return end &#13;&#10;local player = getPlayer(human) &#13;&#10;if (player == nil) then return end &#13;&#10;&#13;&#10;local weapon = player.Backpack:findFirstChild(&quot;LinkedRocketLauncher&quot;) &#13;&#10;&#13;&#10;if weapon == nil then &#13;&#10;game.Lighting.LinkedRocketLauncher:clone().Parent = player.Backpack &#13;&#10;wait(0.1) &#13;&#10;script.Parent = nil&#13;&#10;end &#13;&#10;&#13;&#10;end &#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouch) &#13;&#10;</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Model" referent="RBX30">
			<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">River/Pond</string>
				<Ref name="PrimaryPart">RBX31</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX32">
				<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">37</int>
					<CoordinateFrame name="CFrame">
						<X>-148</X>
						<Y>3.10000014</Y>
						<Z>84</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>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
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							<X>0</X>
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							<X>6</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
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				<Item class="Part" referent="RBX256">
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						<bool name="Anchored">true</bool>
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						<int name="BrickColor">26</int>
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							<R22>0</R22>
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							<Y>22.1000004</Y>
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						<float name="FrontParamB">0.5</float>
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							<Z>0</Z>
						</Vector3>
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							<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>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX258">
					<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>89.5</X>
							<Y>24.1000004</Y>
							<Z>-1</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>
						<bool name="CastsShadows">true</bool>
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						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">ldr</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>6</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX259">
					<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>89.5</X>
							<Y>26.1000004</Y>
							<Z>-1</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
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						<bool name="Cullable">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">ldr</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>
						<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">
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							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX260">
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						<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>
						<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>89.5</X>
							<Y>28.1000004</Y>
							<Z>-1</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">ldr</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>
						<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>6</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX261">
					<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>89.5</X>
							<Y>30.1000004</Y>
							<Z>-1</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>
						<bool name="CastsShadows">true</bool>
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						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">ldr</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>
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							<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>6</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Script" referent="RBX262">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Day Night script</string>
				<string name="Source">while true do&#13;&#10;&#9;print(&quot;Loop cycle start&quot;)&#13;&#10;        game.Lighting.TimeOfDay = &quot;09:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;10:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;11:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;12:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;13:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;14:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;15:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;16:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;17:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;18:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;19:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;20:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;21:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;22:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;23:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;00:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;01:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;02:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;03:00:00&quot;    &#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;04:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;05:00:00&quot;&#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;06:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;        game.Lighting.TimeOfDay = &quot;07:00:00&quot;    &#13;&#10;        wait(30)&#13;&#10;&#9;game.Lighting.TimeOfDay = &quot;08:00:00&quot;&#13;&#10;&#9;wait(30)&#13;&#10;end&#13;&#10;&#9;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX263">
			<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">Hill</string>
				<Ref name="PrimaryPart">RBX264</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX265">
				<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">Hill</string>
					<Ref name="PrimaryPart">RBX264</Ref>
					<bool name="archivable">true</bool>
				</Properties>
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								<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>4</X>
									<Y>0.400000006</Y>
									<Z>1</Z>
								</Vector3>
							</Properties>
						</Item>
					</Item>
				</Item>
			</Item>
			<Item class="Script" referent="RBX2076">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">RemoveSnaps</string>
					<string name="Source">p= game.Workspace:GetChildren()&#9;&#9;&#9;&#13;&#10;for i= 1, #p do&#9;&#9;&#9;&#9;&#13;&#10;if p[i].className == &quot;Part&quot; then&#13;&#10;if p[i].Anchored == true then&#13;&#10;p[i]:BreakJoints()&#13;&#10;end&#13;&#10;elseif p[i].className == &quot;Model&quot; then&#13;&#10;pp=p[i]:GetChildren()&#13;&#10;for i=1, #pp do&#13;&#10;if p[i].className == &quot;Part&quot; then&#13;&#10;if p[i].Anchored == true then&#13;&#10;p[i]:BreakJoints()&#13;&#10;end&#13;&#10;end&#13;&#10;end&#13;&#10;end&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX2077">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Regenerate</string>
					<string name="Source">model = game.Workspace.Regen&#13;&#10;&#13;&#10;&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(60)&#13;&#10;&#13;&#10;&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#13;&#10;end&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX2078">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">AdminSuite</string>
					<string name="Source">--------------------------Aeacus&apos; Admin Command Suite-------------------------------------&#13;&#10;------Unless otherwise stated, all parts of the script were made by me, Aeacus----------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;     --&#13;&#10;------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;     --&#13;&#10;--------------------------------------How To Use-------------------------------------------------------&#13;&#10;--------First change the &quot;?&quot; marks in permission to the names of your admins------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;     --&#13;&#10;-------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;      --&#13;&#10;--------------------------------------Commands---------------------------------------------------------&#13;&#10;--------shout/x (Creates a message with whatever is typed in x)------------------------------&#13;&#10;--------kill/x (Kills player x, make sure to get the capitals correct)------------------------------&#13;&#10;----------------------ban/x/y (Bans player x, giving the reason of y)------------------------------&#13;&#10;----------------------teleport/x/y (Teleports player x, to player y----------------------------------&#13;&#10;----shield/y/on or off (Either adds or removes a focrefield to player y)-----------------------&#13;&#10;----------------------anchor/y/on or off (Anchors, or un-anchors player y)----------------------&#13;&#10;----------------------------------merge/playerone/playertwo (Try it)-------------------------------&#13;&#10;------------------------------------------------up/playername------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;      --&#13;&#10;-------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;      --&#13;&#10;--------------------------------------Give Command-------------------------------------------------------&#13;&#10;------First take the weapons you want to give, and place them in the lighting folder--------&#13;&#10;--------------------------Next say; give/PlayerName/WeaponName--------------------------------&#13;&#10;------------Whereas PlayerName is the name of the player you are giving to-------------------&#13;&#10;----------------And weaponname is the name of the weapon in the folder-----------------------&#13;&#10;---------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;        --&#13;&#10;--------------------------------------Suggestions---------------------------------------------------------&#13;&#10;--Please PM all suggested commands to Aeacus, this is an unfinished beta of the script--&#13;&#10;---------------------------------------------------------------------------------------------------------------&#13;&#10;&#13;&#10;&#13;&#10;permission = {&quot;JoshJosh117&quot;, &quot;Zuka&quot;, &quot;Builderman&quot;, &quot;KingoftheHill&quot;} --Place the admin&apos;s names here&#13;&#10;&#13;&#10;function explode(div,str) --Credit to nate2800&#13;&#10;&#9;if (div==&apos;&apos;) then return false end &#13;&#10;&#9;local pos,arr = 0,{} &#13;&#10;&#9;-- for each divider found &#13;&#10;&#9;&#9;for st,sp in function() return string.find(str,div,pos,true) end do &#13;&#10;&#9;&#9;table.insert(arr,string.sub(str,pos,st-1)) -- Attach chars left of current divider &#13;&#10;&#9;&#9;pos = sp + 1 -- Jump past current divider &#13;&#10;&#9;&#9;end &#13;&#10;&#9;table.insert(arr,string.sub(str,pos)) -- Attach chars right of last divider &#13;&#10;&#9;return arr &#13;&#10;end &#13;&#10;&#13;&#10;&#13;&#10;function checkIfAdmin(name)&#13;&#10;&#9;for i = 1,#permission do&#13;&#10;&#9;&#9;if (string.upper(name) == string.upper(permission[i])) then return true end&#13;&#10;&#9;end&#13;&#10;&#9;return false&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onChatted(msg, recipient, speaker) &#13;&#10;print(&quot;Chatted&quot;)&#13;&#10;&#13;&#10;source = speaker.Name&#13;&#10;&#13;&#10;&#9;if (checkIfAdmin(source)) then&#13;&#10;&#9;local c = (explode(&quot;/&quot;,msg)) &#13;&#10;&#9;&#9;if(c[1] == &quot;shout&quot;) then &#13;&#10;&#9;&#9;print(&quot;Shouted&quot;)&#13;&#10;&#9;&#9;local mess = c[2] &#13;&#10;&#9;&#9;local hn = Instance.new(&quot;Message&quot;) &#13;&#10;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;hn.Parent = game.Workspace &#13;&#10;&#9;&#9;hn.Text = mess &#13;&#10;&#9;&#9;wait(5) &#13;&#10;&#9;&#9;hn:remove() &#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;kill&quot;) then &#13;&#10;&#9;&#9;print(&quot;Killed&quot;)&#13;&#10;&#9;&#9;local killed = c[2]&#13;&#10;&#9;&#9;print(killed)&#13;&#10;&#9;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(killed) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(killed).Character.Torso:remove()&#13;&#10;&#9;&#9;&#9;end &#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;ban&quot;) then &#13;&#10;&#9;&#9;print(&quot;Banned&quot;)&#13;&#10;&#9;&#9;local banz0red = c[2]&#13;&#10;&#9;&#9;print(banz0red)&#13;&#10;&#9;&#9;local reason = c[3]&#13;&#10;&#9;&#9;print(reason)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(banz0red) ~= nil then&#13;&#10;&#9;&#9;&#9;local bm = Instance.new(&quot;Message&quot;) &#13;&#10;&#9;&#9;&#9;bm.Parent = game.Workspace &#13;&#10;&#9;&#9;&#9;bm.Text = &quot;Now banning &quot;.. banz0red ..&quot;. Reason: &quot;.. reason&#13;&#10;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;&#9;&#9;if bm ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;bm:remove() &#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(banz0red) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(banz0red):remove()&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end &#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;teleport&quot;) then &#13;&#10;&#9;&#9;print(&quot;teled&quot;)&#13;&#10;&#9;&#9;local teled = c[2]&#13;&#10;&#9;&#9;local teled2 = c[3]&#13;&#10;&#9;&#9;print(teled)&#13;&#10;&#9;&#9;print(teled2)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(teled) and game.Players:findFirstChild(teled2) and game.Players:findFirstChild(teled).Character.Torso and game.Players:findFirstChild(teled2).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(teled).Character.Torso.CFrame = CFrame.new(game.Players:findFirstChild(teled2).Character.Torso.Position.x,game.Players:findFirstChild(teled2).Character.Torso.Position.y + 10, game.Players:findFirstChild(teled2).Character.Torso.Position.z)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;anchor&quot;) then &#13;&#10;&#9;&#9;print(&quot;anchored&quot;)&#13;&#10;&#9;&#9;local anchored = c[2]&#13;&#10;&#9;&#9;print(anchored)&#13;&#10;&#9;&#9;local state = c[3]&#13;&#10;&#9;&#9;print(state)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(anchored).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if state == &quot;on&quot; then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(anchored).Character.Torso.Anchored = true&#13;&#10;&#9;&#9;&#9;&#9;elseif state == &quot;off&quot; then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(anchored).Character.Torso.Anchored = false&#13;&#10;&#9;&#9;&#9;&#9;else return end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;up&quot;) then &#13;&#10;&#9;&#9;print(&quot;upping&quot;)&#13;&#10;&#9;&#9;local upped = c[2]&#13;&#10;&#9;&#9;print(upped)&#13;&#10;&#9;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(upped).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;b=Instance.new(&quot;BodyForce&quot;)&#13;&#10;&#9;&#9;&#9;&#9;&#9;b.Parent = game.Players:findFirstChild(upped).Character.Torso&#13;&#10;&#9;&#9;&#9;&#9;&#9;b.force = Vector3.new(0,10000,0)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;give&quot;) then &#13;&#10;&#9;&#9;print(&quot;giving&quot;)&#13;&#10;&#9;&#9;local playerg = c[2]&#13;&#10;&#9;&#9;print(playerg)&#13;&#10;&#9;&#9;local wepg = c[3]&#13;&#10;&#9;&#9;print(wepg)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(playerg) and game.Lighting:findFirstChild(wepg) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;if game.Lighting:findFirstChild(wepg).className == &quot;Tool&quot; or &quot;HopperBin&quot; then&#13;&#10;&#9;&#9;&#9;&#9;&#9;g=game.Lighting:findFirstChild(wepg):clone()&#13;&#10;&#9;&#9;&#9;&#9;&#9;g.Parent = game.Players:findFirstChild(playerg).Backpack&#13;&#10;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;explode&quot;) then &#13;&#10;&#9;&#9;print(&quot;exploding&quot;)&#13;&#10;&#9;&#9;local playere = c[2]&#13;&#10;&#9;&#9;print(playere)&#13;&#10;&#9;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(playere) and game.Players:findFirstChild(playere).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;m=Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Position = game.Players:findFirstChild(playere).Character.Torso.Position&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Parent = game.Players:findFirstChild(playere).Character.Torso&#13;&#10;&#9;&#9;&#9;&#9;&#9;wait(0.5)&#13;&#10;&#9;&#9;&#9;&#9;&#9;m:remove()&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;merge&quot;) then &#13;&#10;&#9;&#9;print(&quot;merging&quot;)&#13;&#10;&#9;&#9;local host = c[2]&#13;&#10;&#9;&#9;print(host)&#13;&#10;&#9;&#9;local hosted = c[3]&#13;&#10;&#9;&#9;print(hosted)&#13;&#10;&#9;&#9;&#9;if c[2] and c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(host) and game.Players:findFirstChild(hosted) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;game.Players:findFirstChild(hosted).Character = game.Players:findFirstChild(host).Character&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;sb&quot;) then &#13;&#10;&#9;&#9;local textsb = c[2]&#13;&#10;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;local s = Instance.new(&quot;Script&quot;)&#13;&#10;&#9;&#9;s.Parent = game.Workspace&#13;&#10;&#9;&#9;s.Disabled = false&#13;&#10;&#9;&#9;s.Name = &quot;NewScript&quot;&#13;&#10;&#9;&#9;s.Source = textsb&#13;&#10;&#9;&#9;wait(0)&#13;&#10;&#9;&#9;local new = s:Clone()&#13;&#10;&#9;&#9;new.Parent = game.Workspace&#13;&#10;&#9;&#9;s:Remove()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;shield&quot;) then &#13;&#10;&#9;&#9;print(&quot;shielding&quot;)&#13;&#10;&#9;&#9;local target = c[2]&#13;&#10;&#9;&#9;print(target)&#13;&#10;&#9;&#9;local state = c[3]&#13;&#10;&#9;&#9;print(state)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(target) and game.Players:findFirstChild(target).Character ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if state == &quot;on&quot; then&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFon&quot;)&#13;&#10;&#9;&#9;&#9;&#9;g=Instance.new(&quot;ForceField&quot;)&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFmade&quot;)&#13;&#10;&#9;&#9;&#9;&#9;g.Name = &quot;FFadmin&quot;&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFnamed&quot;)&#13;&#10;&#9;&#9;&#9;&#9;g.Parent = game.Players:findFirstChild(target).Character&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFparented&quot;)&#13;&#10;&#9;&#9;&#9;&#9;elseif state == &quot;off&quot; then&#13;&#10;&#9;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(target) and game.Players:findFirstChild(target).Character.FFadmin ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;game.Players:findFirstChild(target).Character.FFadmin:remove()&#13;&#10;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#9;newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end) &#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX2079">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">GameScript</string>
					<string name="Source">--Zuka&#13;&#10;&#13;&#10;king = nil&#13;&#10;kingdebounce = false&#13;&#10;&#13;&#10;function onHumanoidDied(humanoid, player)&#13;&#10;&#9;local stats = player:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;if stats ~= nil then&#13;&#10;&#9;&#9;local deaths = stats:findFirstChild(&quot;WOs&quot;)&#13;&#10;&#9;&#9;local points = stats:findFirstChild(&quot;Points&quot;)&#13;&#10;&#9;&#9;points.Value = points.Value - 10&#13;&#10;&#9;&#9;deaths.Value = deaths.Value + 1&#13;&#10;&#9;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;&#9;handleKillCount(humanoid, player)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerRespawn(property, player)&#13;&#10;&#9;if property == &quot;Character&quot; and player.Character ~= nil then&#13;&#10;&#9;&#9;local humanoid = player.Character.Humanoid&#13;&#10;&#9;&#9;local p = player&#13;&#10;&#9;&#9;local h = humanoid&#13;&#10;&#9;&#9;humanoid.Died:connect(function() onHumanoidDied(h, p) end )&#13;&#10;&#9;end&#13;&#10;&#9;while true do&#13;&#10;&#9;&#9;if player.Character~=nil then break end&#13;&#10;&#9;&#9;wait()&#13;&#10;&#9;end&#13;&#10;&#9;if player.TeamColor == game.Teams.King.TeamColor then&#13;&#10;&#9;&#9;player.Character.Humanoid.MaxHealth = 150&#13;&#10;&#9;&#9;game.Lighting.Boulder:Clone().Parent = player.Backpack&#13;&#10;&#9;&#9;wait(.5)&#13;&#10;&#9;&#9;player.Character.Humanoid.Health = 150&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;local killer = tag.Value&#13;&#10;&#9;&#9;if killer.Parent ~= nil then&#13;&#10;&#9;&#9;&#9;return killer&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function handleKillCount(humanoid, player)&#13;&#10;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#13;&#10;&#9;if killer ~= nil then&#13;&#10;&#9;&#9;local stats = killer:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;&#9;if stats ~= nil then&#13;&#10;&#9;&#9;&#9;local kills = stats:findFirstChild(&quot;KOs&quot;)&#13;&#10;&#9;&#9;&#9;local points = stats:findFirstChild(&quot;Points&quot;)&#13;&#10;&#9;&#9;&#9;print(killer.Name .. &quot; killed &quot; .. player.Name)&#13;&#10;&#9;&#9;&#9;if killer ~= player then&#13;&#10;&#9;&#9;&#9;&#9;if player.TeamColor == game.Teams.King.TeamColor then&#13;&#10;&#9;&#9;&#9;&#9;&#9;if kingdebounce then return end&#13;&#10;&#9;&#9;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Parent = game.Workspace&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Text = player.Name .. &quot; was slayed, so &quot; .. killer.Name .. &quot; is the new king!&quot;&#13;&#10;&#9;&#9;&#9;&#9;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;&#9;&#9;&#9;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;if p[i].Character~=nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;&#9;p[i].Character:BreakJoints()&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;&#9;p[i].leaderstats.Points.Value = p[i].leaderstats.Points.Value + 10&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;&#9;p[i].leaderstats.WOs.Value = p[i].leaderstats.WOs.Value - 1&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;&#9;kills.Value = kills.Value + 1&#13;&#10;&#9;&#9;&#9;&#9;&#9;points.Value = points.Value + 100&#13;&#10;&#9;&#9;&#9;&#9;&#9;killer.TeamColor = game.Teams.King.TeamColor&#13;&#10;&#9;&#9;&#9;&#9;&#9;player.TeamColor = game.Teams.Peasants.TeamColor&#13;&#10;&#9;&#9;&#9;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;&#9;&#9;kingdebounce = true&#13;&#10;&#9;&#9;&#9;&#9;&#9;wait(7)&#13;&#10;&#9;&#9;&#9;&#9;&#9;kingdebounce = false&#13;&#10;&#9;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;&#9;&#9;kills.Value = kills.Value + 1&#13;&#10;&#9;&#9;&#9;&#9;&#9;points.Value = points.Value + 20&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;&#9;kills.Value = kills.Value - 1&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onChatted(msg, recipient, speaker)&#13;&#10;&#9;if speaker:findFirstChild(&quot;OrbTag&quot;)~=nil then&#13;&#10;&#9;&#9;speaker.OrbTag:Remove()&#13;&#10;&#9;&#9;if string.sub(msg,1) == &quot;/a&quot; then&#13;&#10;&#9;&#9;&#9;if speaker.Character~=nil then&#13;&#10;&#9;&#9;&#9;&#9;speaker.Character.Humanoid.MaxHealth = 150&#13;&#10;&#9;&#9;&#9;&#9;speaker.Character.Humanoid.Health = 150&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;if string.sub(msg,1) == &quot;/b&quot; then&#13;&#10;&#9;&#9;&#9;if speaker.Character~=nil then&#13;&#10;&#9;&#9;&#9;&#9;local sword = speaker.Character:findFirstChild(&quot;LinkedSword&quot;)&#13;&#10;&#9;&#9;&#9;&#9;local sword2 = speaker.Backpack:findFirstChild(&quot;LinkedSword&quot;)&#13;&#10;&#9;&#9;&#9;&#9;if sword~=nil and sword2==nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;sword.v1.Value = 8&#13;&#10;&#9;&#9;&#9;&#9;&#9;sword.v2.Value = 15&#13;&#10;&#9;&#9;&#9;&#9;&#9;sword.v3.Value = 45&#13;&#10;&#9;&#9;&#9;&#9;elseif sword2~=nil and sword==nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;sword2.v1.Value = 8&#13;&#10;&#9;&#9;&#9;&#9;&#9;sword2.v2.Value = 15&#13;&#10;&#9;&#9;&#9;&#9;&#9;sword2.v3.Value = 45&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onEntered(newPlayer)&#13;&#10;&#9;newPlayer.Neutral = false&#13;&#10;&#9;newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].TeamColor == game.Teams.King.TeamColor then&#13;&#10;&#9;&#9;&#9;king  = p[i]&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;if king == nil then&#13;&#10;&#9;&#9;newPlayer.TeamColor = game.Teams.King.TeamColor&#13;&#10;&#9;else&#13;&#10;&#9;&#9;newPlayer.TeamColor = game.Teams.Peasants.TeamColor&#13;&#10;&#9;end&#13;&#10;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;stats.Name = &quot;leaderstats&quot;&#13;&#10;&#9;local kills = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;kills.Name = &quot;KOs&quot;&#13;&#10;&#9;kills.Value = 0&#13;&#10;&#9;local deaths = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;deaths.Name = &quot;WOs&quot;&#13;&#10;&#9;deaths.Value = 0&#13;&#10;&#9;local points = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;points.Name = &quot;Points&quot;&#13;&#10;&#9;points.Value = 0&#13;&#10;&#9;kills.Parent = stats&#13;&#10;&#9;deaths.Parent = stats&#13;&#10;&#9;points.Parent = stats&#13;&#10;&#9;while true do&#13;&#10;&#9;&#9;if newPlayer.Character~=nil then break end&#13;&#10;&#9;&#9;wait()&#13;&#10;&#9;end&#13;&#10;&#9;if newPlayer.TeamColor == game.Teams.King.TeamColor then&#13;&#10;&#9;&#9;newPlayer.Character.Humanoid.MaxHealth = 150&#13;&#10;&#9;&#9;newPlayer.Character.Humanoid.Health = 150&#13;&#10;&#9;&#9;game.Lighting.Boulder:Clone().Parent = newPlayer.Backpack&#13;&#10;&#9;end&#13;&#10;&#9;local humanoid = newPlayer.Character.Humanoid&#13;&#10;&#9;humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end)&#13;&#10;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end)&#13;&#10;&#9;stats.Parent = newPlayer&#13;&#10;&#9;local m = Instance.new(&quot;Hint&quot;)&#13;&#10;&#9;m.Parent = newPlayer&#13;&#10;&#9;m.Text = &quot;KING OF THE HILL, built by JoshJosh117 and scripted by Zuka!&quot;&#13;&#10;&#9;wait(4)&#13;&#10;&#9;m.Text = &quot;Thanks to jeffellithorpe, galgirlygal, masterchiefy, PiePersonofDoom, and loser123 for being the first testers!&quot;&#13;&#10;&#9;wait(4)&#13;&#10;&#9;m.Text = &quot;All you have to do is slay the YELLOW king, and you get points,&quot;&#13;&#10;&#9;wait(4)&#13;&#10;&#9;m.Text = &quot;and you will become the new king!&quot;&#13;&#10;&#9;wait(4)&#13;&#10;&#9;m.Text = &quot;A message will be displayed saying&quot;&#13;&#10;&#9;wait(3)&#13;&#10;&#9;m.Text = [[&quot;]] .. newPlayer.Name .. [[ is the new king!&quot;]]&#13;&#10;&#9;wait(3)&#13;&#10;&#9;m.Parent = nil&#13;&#10;end&#13;&#10;&#13;&#10;function onLeaving(player) &#13;&#10;&#9;if player.TeamColor == game.Teams.King.TeamColor then &#13;&#10;&#9;&#9;local p = game.Players:GetChildren() &#13;&#10;&#9;&#9;local pl = p[math.random(1,#p)] &#13;&#10;&#9;&#9;if pl~=player then &#13;&#10;&#9;&#9;&#9;pl.TeamColor = game.Teams.King.TeamColor &#13;&#10;&#9;&#9;else &#13;&#10;&#9;&#9;&#9;pl = p[math.random(1,#p)] &#13;&#10;&#9;&#9;&#9;pl.TeamColor = game.Teams.King.TeamColor &#13;&#10;&#9;&#9;end &#13;&#10;&#9;end &#13;&#10;end &#13;&#10;&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onEntered)&#13;&#10;game.Players.ChildRemoved:connect(onLeaving) </string>
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			<Item class="Script" referent="RBX2080">
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					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script Info</string>
					<string name="Source">---Thanks, Zuka! --JoshJosh117&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;--Notice to Zuka regarding scripts.&#13;&#10;&#13;&#10;&#13;&#10;--[[ To JoshJosh117: I have done everything you asked for. The scripting is complete. Be sure to give me credit ok? ]]--&#13;&#10;&#13;&#10;&#13;&#10;-- 1. King Script- &#13;&#10;--In the map, there are two teams- &quot;Peasants&quot; and &quot;King&quot;. The King team will only ever have one player at a time (the script must make sure of this). &#13;&#10;--Everyone else in the server becomes a part of the Peasants team. &#13;&#10;--The Peasants team has 4 spawn plates, and the King has one. &#13;&#10;&#13;&#10;--Here is where the script comes in: When the server is first created, the first player to enter spawns on the King team.&#13;&#10;--Everyone else that enters spawns on the Peasants team. &#13;&#10;--If a player on the Peasants team kills the King, he or she becomes the new King and all players are reset to spawn plates (everyone dies) &#13;&#10;--(during this, the old King switches to the Peasants team and the Peasant who killed the King switches to the King team). &#13;&#10;&#13;&#10;--The next person who kills the King becomes the new King, and so on, and so on. (The script must keep allowing new kings.) &#13;&#10;&#13;&#10;--When there is a new king, a there is a message to everyone stating &quot;_______ is the new king!&quot; &#13;&#10;&#13;&#10;--IMPORTANT: Script must set King&apos;s health to 150 when he/she spawns. Also note: Teams do recolor the players. The Peasants color is brown and the King color is yellow. &#13;&#10;&#13;&#10;--If at any time the King leaves, a random player in the server becomes the new King, and the players are sent back to the spawns. &#13;&#10;&#13;&#10;--If a King kills himself (or falls off the map), he is sent back to his spawn, and remains the king. &#13;&#10;&#13;&#10;--One more thing: When a King spawns, the script will clone a weapon called &quot;Boulder&quot; from game.Lighting into the King&apos;s backpack (only the king gets the tool). &#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;-- 2. Orb Script- &#13;&#10;--When it&apos;s parent is touched, the script does two things (after checking if it is a humanoid blah blah blah): &#13;&#10;--It sends a message (as seen in first post) to the player who touched it (we&apos;ll call him &quot;Bob&quot;) which lasts 10 seconds long. &#13;&#10;--At the same time, the script also waits for Bob to say &quot;/a&quot; or &apos;/b&quot;. &#13;&#10;--If the message is /a, the script changes Bob&apos;s maxhealth to 150, waits 2 seconds, then changes Bob&apos;s HEALTH to 150. &#13;&#10;--If the message is /b, the script changes these values: &#13;&#10;&#13;&#10;------tool.v1.Value = 8 &#13;&#10;&#13;&#10;------tool.v2.Value = 15 &#13;&#10;&#13;&#10;------tool.v3.Value = 45 &#13;&#10;&#13;&#10;---Tool is defined in the script as either the tool &quot;LinkedSword&quot; in the player (under Workspace) or in the player&apos;s backpack.&#13;&#10;--It must first search for the sword in game.Workspace.playername , and if it is not found there search for the sword in game.Players.playername. &#13;&#10;--If the sword is not found at all, the script waits for another player to touch it&apos;s parent. &#13;&#10;--The reason it needs to search both places is because the player may have the sword equipped or stored. &#13;&#10;&#13;&#10;----Once the player responds and the script changes the values or health, the script will need to wait 3 minutes before allowing another touch to be registered.&#13;&#10;-- At this same time, the script changes it&apos;s parent&apos;s transperency to 1. &#13;&#10;&#13;&#10;--If a player touches the parent of the script and does not say /a or /b within 60 seconds, the script waits for a new player to touch it. &#13;&#10;&#13;&#10;&#13;&#10;--3. Leaderboard- I made a working one, but for some reason it wouldn&apos;t display KOs, so I tried to fix it and somehow the script got lost. :( &#13;&#10;&#13;&#10;--Anyway, I need a leaderboard that has KOs and WOs like a normal one, but also displays &quot;Points&quot;. &#13;&#10;&#13;&#10;---A player earns 20 points for killing someone on the &quot;Peasants&quot; team. (Applies to any player on any team). &#13;&#10;---If a peasant kills the King, the peasant gains 100 points. &#13;&#10;---If the King kills himself, he does not gain 100 points (but instead loses 10 points). &#13;&#10;---If any player dies or kills himself, they lose 10 points. &#13;&#10;&#13;&#10;--That&apos;s all there is to it.&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;---  Also-&#13;&#10;--There is a boulder tool script that is very buggy (I made it). &#13;&#10;--Many times ther boulder doesn&apos;t disappear. &#13;&#10;--Sometimes the tool ceases to make boulders. &#13;&#10;-- Sometimes the boulders disappear to early.&#13;&#10;--I&apos;m not sure why these problems occur, but if you could look into the script to see if you can see anything wrong, please do.&#13;&#10;&#13;&#10;--[[ I have rewritten the boulder script. You can have bricks and other things in HOPPERBINS, just not tools. ]]--</string>
					<bool name="archivable">true</bool>
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			<Item class="Model" referent="RBX2081">
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					<bool name="ControllerFlagShown">true</bool>
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					<string name="Name">DestroyNConquer Painting</string>
					<Ref name="PrimaryPart">RBX2082</Ref>
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						<CoordinateFrame name="CFrame">
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						<bool name="CanCollide">true</bool>
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						<token name="LeftSurface">0</token>
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						<string name="Name">Smooth Block Model</string>
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						<bool name="archivable">true</bool>
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					<Item class="Decal" referent="RBX2084">
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							<string name="Name">roblox</string>
							<float name="Shiny">20</float>
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							<Content name="Texture"><url>http://www.roblox.com/asset/?version=1&amp;id=1454769</url></Content>
							<bool name="archivable">true</bool>
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						<string name="Name">Smooth Block Model</string>
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						<bool name="Anchored">true</bool>
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							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">Plant</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>3</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX8161">
							<Properties>
								<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1091940</url></Content>
								<token name="MeshType">5</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Scale">
									<X>2</X>
									<Y>2</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>
			</Item>
			<Item class="Model" referent="RBX8162">
				<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">Regen</string>
					<Ref name="PrimaryPart">RBX8163</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model" referent="RBX8164">
					<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">Orb</string>
						<Ref name="PrimaryPart">RBX8163</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX8165">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>139.5</X>
								<Y>58</Y>
								<Z>-196.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8166">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>142</X>
								<Y>57.7999992</Y>
								<Z>-194</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">Orb</string>
							<float name="Reflectance">1</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">0</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX8167">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(hit)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].Character == hit.Parent then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;local tag = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;tag.Parent = p[i]&#13;&#10;&#9;&#9;&#9;tag.Name = &quot;OrbTag&quot;&#13;&#10;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;m.Parent = p[i]&#13;&#10;&#9;&#9;&#9;m.Text = &quot;You found a secret orb!&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;This orb has great power.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Say /a to increase your health by 50 percent...&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Or say /b to increase your damage by 50 percent.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = script.Parent.Touched:connect(onTouched)</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX8163">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>142</X>
								<Y>56.2000008</Y>
								<Z>-194</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>6</X>
								<Y>1.20000005</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8168">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>144.5</X>
								<Y>58</Y>
								<Z>-196.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8169">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>139.5</X>
								<Y>58</Y>
								<Z>-191.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8170">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>144.5</X>
								<Y>58</Y>
								<Z>-191.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX8171">
					<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">Orb</string>
						<Ref name="PrimaryPart">RBX8172</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX8173">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-120.5</X>
								<Y>12.4000006</Y>
								<Z>-61.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8174">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>-118</X>
								<Y>12.1999998</Y>
								<Z>-59</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">Orb</string>
							<float name="Reflectance">1</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">0</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX8175">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(hit)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].Character == hit.Parent then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;local tag = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;tag.Parent = p[i]&#13;&#10;&#9;&#9;&#9;tag.Name = &quot;OrbTag&quot;&#13;&#10;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;m.Parent = p[i]&#13;&#10;&#9;&#9;&#9;m.Text = &quot;You found a secret orb!&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;This orb has great power.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Say /a to increase your health by 50 percent...&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Or say /b to increase your damage by 50 percent.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = script.Parent.Touched:connect(onTouched)</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX8172">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-118</X>
								<Y>10.6000004</Y>
								<Z>-59</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>6</X>
								<Y>1.20000005</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8176">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-115.5</X>
								<Y>12.4000006</Y>
								<Z>-61.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8177">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-120.5</X>
								<Y>12.4000006</Y>
								<Z>-56.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">Smooth Block Model</string>
							<float name="Reflectance">0</float>
							<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>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
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							<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>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8178">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-115.5</X>
								<Y>12.4000006</Y>
								<Z>-56.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Model" referent="RBX8179">
					<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">Orb</string>
						<Ref name="PrimaryPart">RBX8180</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX8181">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-118.5</X>
								<Y>14.8000002</Y>
								<Z>-147.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8182">
						<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">24</int>
							<CoordinateFrame name="CFrame">
								<X>-116</X>
								<Y>14.6000004</Y>
								<Z>-145</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">Orb</string>
							<float name="Reflectance">1</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">0</token>
							<Vector3 name="size">
								<X>2</X>
								<Y>2</Y>
								<Z>2</Z>
							</Vector3>
						</Properties>
						<Item class="Script" referent="RBX8183">
							<Properties>
								<bool name="Disabled">false</bool>
								<Content name="LinkedSource"><null></null></Content>
								<string name="Name">Script</string>
								<string name="Source">function onTouched(hit)&#13;&#10;&#9;local p = game.Players:GetChildren()&#13;&#10;&#9;for i = 1,#p do&#13;&#10;&#9;&#9;if p[i].Character == hit.Parent then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;&#9;local tag = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;&#9;&#9;tag.Parent = p[i]&#13;&#10;&#9;&#9;&#9;tag.Name = &quot;OrbTag&quot;&#13;&#10;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;&#9;&#9;m.Parent = p[i]&#13;&#10;&#9;&#9;&#9;m.Text = &quot;You found a secret orb!&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;This orb has great power.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Say /a to increase your health by 50 percent...&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Text = &quot;Or say /b to increase your damage by 50 percent.&quot;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;&#9;m.Parent = nil&#13;&#10;&#9;&#9;&#9;script.Parent.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = script.Parent.Touched:connect(onTouched)</string>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX8180">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-116</X>
								<Y>13</Y>
								<Z>-145</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>6</X>
								<Y>1.20000005</Y>
								<Z>6</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8184">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-113.5</X>
								<Y>14.8000002</Y>
								<Z>-147.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8185">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-118.5</X>
								<Y>14.8000002</Y>
								<Z>-142.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
					<Item class="Part" referent="RBX8186">
						<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">194</int>
							<CoordinateFrame name="CFrame">
								<X>-113.5</X>
								<Y>14.8000002</Y>
								<Z>-142.5</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>
							<bool name="CastsShadows">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="Cullable">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">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>1</X>
								<Y>2.4000001</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
					</Item>
				</Item>
				<Item class="Part" referent="RBX8187">
					<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">29</int>
						<CoordinateFrame name="CFrame">
							<X>-14.5</X>
							<Y>4.0999999</Y>
							<Z>91.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">Weapon 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">0</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
					</Properties>
					<Item class="Script" referent="RBX8188">
						<Properties>
							<bool name="Disabled">false</bool>
							<Content name="LinkedSource"><null></null></Content>
							<string name="Name">script</string>
							<string name="Source">function getPlayer(humanoid) &#13;&#10;local players = game.Players:children() &#13;&#10;for i = 1, #players do &#13;&#10;if players[i].Character.Humanoid == humanoid then return players[i] end &#13;&#10;end &#13;&#10;return nil &#13;&#10;end &#13;&#10;&#13;&#10;function onTouch(part) &#13;&#10;local human = part.Parent:findFirstChild(&quot;Humanoid&quot;) &#13;&#10;if (human == nil) then return end &#13;&#10;local player = getPlayer(human) &#13;&#10;if (player == nil) then return end &#13;&#10;&#13;&#10;local weapon = player.Backpack:findFirstChild(&quot;LinkedRocketLauncher&quot;) &#13;&#10;&#13;&#10;if weapon == nil then &#13;&#10;game.Lighting.LinkedRocketLauncher:clone().Parent = player.Backpack &#13;&#10;wait(0.1) &#13;&#10;script.Parent = nil&#13;&#10;end &#13;&#10;&#13;&#10;end &#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouch) &#13;&#10;</string>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
			</Item>
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							<Y>46.1000023</Y>
							<Z>-146.5</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>0</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
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							<R21>0</R21>
							<R22>1</R22>
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						<bool name="CanCollide">false</bool>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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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						<float name="LeftParamA">-0.5</float>
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						<token name="LeftSurface">0</token>
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						<bool name="Locked">false</bool>
						<string name="Name">Plant</string>
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						<float name="RightParamA">-0.5</float>
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						<Vector3 name="RotVelocity">
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							<Y>0</Y>
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						<float name="TopParamA">-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>
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						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>3</Y>
							<Z>1</Z>
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							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1091940</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>2</X>
								<Y>2</Y>
								<Z>1</Z>
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							<Content name="TextureId"><null></null></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
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							<bool name="archivable">true</bool>
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				<Item class="Part" referent="RBX13647">
					<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>-108.5</X>
							<Y>46.1000023</Y>
							<Z>-146.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">Plant</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>3</Y>
							<Z>1</Z>
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					<Item class="SpecialMesh" referent="RBX13648">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1091940</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>2</X>
								<Y>2</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="RBX13649">
					<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>-104.5</X>
							<Y>46.1000023</Y>
							<Z>-146.5</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>
						<bool name="CastsShadows">true</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="Cullable">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">Plant</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>3</Y>
							<Z>1</Z>
						</Vector3>
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					<Item class="SpecialMesh" referent="RBX13650">
						<Properties>
							<Content name="MeshId"><url>http://www.roblox.com/asset/?id=1091940</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>2</X>
								<Y>2</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>
		</Item>
		<Item class="Script" referent="RBX13651">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">AdminSuite</string>
				<string name="Source">--------------------------Aeacus&apos; Admin Command Suite-------------------------------------&#13;&#10;------Unless otherwise stated, all parts of the script were made by me, Aeacus----------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;     --&#13;&#10;------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;     --&#13;&#10;--------------------------------------How To Use-------------------------------------------------------&#13;&#10;--------First change the &quot;?&quot; marks in permission to the names of your admins------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;     --&#13;&#10;-------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;      --&#13;&#10;--------------------------------------Commands---------------------------------------------------------&#13;&#10;--------shout/x (Creates a message with whatever is typed in x)------------------------------&#13;&#10;--------kill/x (Kills player x, make sure to get the capitals correct)------------------------------&#13;&#10;----------------------ban/x/y (Bans player x, giving the reason of y)------------------------------&#13;&#10;----------------------teleport/x/y (Teleports player x, to player y----------------------------------&#13;&#10;----shield/y/on or off (Either adds or removes a focrefield to player y)-----------------------&#13;&#10;----------------------anchor/y/on or off (Anchors, or un-anchors player y)----------------------&#13;&#10;----------------------------------merge/playerone/playertwo (Try it)-------------------------------&#13;&#10;------------------------------------------------up/playername------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;      --&#13;&#10;-------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;      --&#13;&#10;--------------------------------------Give Command-------------------------------------------------------&#13;&#10;------First take the weapons you want to give, and place them in the lighting folder--------&#13;&#10;--------------------------Next say; give/PlayerName/WeaponName--------------------------------&#13;&#10;------------Whereas PlayerName is the name of the player you are giving to-------------------&#13;&#10;----------------And weaponname is the name of the weapon in the folder-----------------------&#13;&#10;---------------------------------------------------------------------------------------------------------------&#13;&#10;--&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;        --&#13;&#10;--------------------------------------Suggestions---------------------------------------------------------&#13;&#10;--Please PM all suggested commands to Aeacus, this is an unfinished beta of the script--&#13;&#10;---------------------------------------------------------------------------------------------------------------&#13;&#10;&#13;&#10;&#13;&#10;permission = {&quot;JoshJosh117&quot;, &quot;Zuka&quot;, &quot;Builderman&quot;, &quot;KingoftheHill&quot;} --Place the admin&apos;s names here&#13;&#10;&#13;&#10;function explode(div,str) --Credit to nate2800&#13;&#10;&#9;if (div==&apos;&apos;) then return false end &#13;&#10;&#9;local pos,arr = 0,{} &#13;&#10;&#9;-- for each divider found &#13;&#10;&#9;&#9;for st,sp in function() return string.find(str,div,pos,true) end do &#13;&#10;&#9;&#9;table.insert(arr,string.sub(str,pos,st-1)) -- Attach chars left of current divider &#13;&#10;&#9;&#9;pos = sp + 1 -- Jump past current divider &#13;&#10;&#9;&#9;end &#13;&#10;&#9;table.insert(arr,string.sub(str,pos)) -- Attach chars right of last divider &#13;&#10;&#9;return arr &#13;&#10;end &#13;&#10;&#13;&#10;&#13;&#10;function checkIfAdmin(name)&#13;&#10;&#9;for i = 1,#permission do&#13;&#10;&#9;&#9;if (string.upper(name) == string.upper(permission[i])) then return true end&#13;&#10;&#9;end&#13;&#10;&#9;return false&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onChatted(msg, recipient, speaker) &#13;&#10;print(&quot;Chatted&quot;)&#13;&#10;&#13;&#10;source = speaker.Name&#13;&#10;&#13;&#10;&#9;if (checkIfAdmin(source)) then&#13;&#10;&#9;local c = (explode(&quot;/&quot;,msg)) &#13;&#10;&#9;&#9;if(c[1] == &quot;shout&quot;) then &#13;&#10;&#9;&#9;print(&quot;Shouted&quot;)&#13;&#10;&#9;&#9;local mess = c[2] &#13;&#10;&#9;&#9;local hn = Instance.new(&quot;Message&quot;) &#13;&#10;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;hn.Parent = game.Workspace &#13;&#10;&#9;&#9;hn.Text = mess &#13;&#10;&#9;&#9;wait(5) &#13;&#10;&#9;&#9;hn:remove() &#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;kill&quot;) then &#13;&#10;&#9;&#9;print(&quot;Killed&quot;)&#13;&#10;&#9;&#9;local killed = c[2]&#13;&#10;&#9;&#9;print(killed)&#13;&#10;&#9;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(killed) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(killed).Character.Torso:remove()&#13;&#10;&#9;&#9;&#9;end &#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;ban&quot;) then &#13;&#10;&#9;&#9;print(&quot;Banned&quot;)&#13;&#10;&#9;&#9;local banz0red = c[2]&#13;&#10;&#9;&#9;print(banz0red)&#13;&#10;&#9;&#9;local reason = c[3]&#13;&#10;&#9;&#9;print(reason)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(banz0red) ~= nil then&#13;&#10;&#9;&#9;&#9;local bm = Instance.new(&quot;Message&quot;) &#13;&#10;&#9;&#9;&#9;bm.Parent = game.Workspace &#13;&#10;&#9;&#9;&#9;bm.Text = &quot;Now banning &quot;.. banz0red ..&quot;. Reason: &quot;.. reason&#13;&#10;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;&#9;&#9;if bm ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;bm:remove() &#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(banz0red) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(banz0red):remove()&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end &#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;teleport&quot;) then &#13;&#10;&#9;&#9;print(&quot;teled&quot;)&#13;&#10;&#9;&#9;local teled = c[2]&#13;&#10;&#9;&#9;local teled2 = c[3]&#13;&#10;&#9;&#9;print(teled)&#13;&#10;&#9;&#9;print(teled2)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(teled) and game.Players:findFirstChild(teled2) and game.Players:findFirstChild(teled).Character.Torso and game.Players:findFirstChild(teled2).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(teled).Character.Torso.CFrame = CFrame.new(game.Players:findFirstChild(teled2).Character.Torso.Position.x,game.Players:findFirstChild(teled2).Character.Torso.Position.y + 10, game.Players:findFirstChild(teled2).Character.Torso.Position.z)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;anchor&quot;) then &#13;&#10;&#9;&#9;print(&quot;anchored&quot;)&#13;&#10;&#9;&#9;local anchored = c[2]&#13;&#10;&#9;&#9;print(anchored)&#13;&#10;&#9;&#9;local state = c[3]&#13;&#10;&#9;&#9;print(state)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(anchored).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if state == &quot;on&quot; then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(anchored).Character.Torso.Anchored = true&#13;&#10;&#9;&#9;&#9;&#9;elseif state == &quot;off&quot; then&#13;&#10;&#9;&#9;&#9;&#9;game.Players:findFirstChild(anchored).Character.Torso.Anchored = false&#13;&#10;&#9;&#9;&#9;&#9;else return end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;up&quot;) then &#13;&#10;&#9;&#9;print(&quot;upping&quot;)&#13;&#10;&#9;&#9;local upped = c[2]&#13;&#10;&#9;&#9;print(upped)&#13;&#10;&#9;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(upped).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;b=Instance.new(&quot;BodyForce&quot;)&#13;&#10;&#9;&#9;&#9;&#9;&#9;b.Parent = game.Players:findFirstChild(upped).Character.Torso&#13;&#10;&#9;&#9;&#9;&#9;&#9;b.force = Vector3.new(0,10000,0)&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;give&quot;) then &#13;&#10;&#9;&#9;print(&quot;giving&quot;)&#13;&#10;&#9;&#9;local playerg = c[2]&#13;&#10;&#9;&#9;print(playerg)&#13;&#10;&#9;&#9;local wepg = c[3]&#13;&#10;&#9;&#9;print(wepg)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(playerg) and game.Lighting:findFirstChild(wepg) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;if game.Lighting:findFirstChild(wepg).className == &quot;Tool&quot; or &quot;HopperBin&quot; then&#13;&#10;&#9;&#9;&#9;&#9;&#9;g=game.Lighting:findFirstChild(wepg):clone()&#13;&#10;&#9;&#9;&#9;&#9;&#9;g.Parent = game.Players:findFirstChild(playerg).Backpack&#13;&#10;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;explode&quot;) then &#13;&#10;&#9;&#9;print(&quot;exploding&quot;)&#13;&#10;&#9;&#9;local playere = c[2]&#13;&#10;&#9;&#9;print(playere)&#13;&#10;&#9;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(playere) and game.Players:findFirstChild(playere).Character.Torso ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;m=Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Position = game.Players:findFirstChild(playere).Character.Torso.Position&#13;&#10;&#9;&#9;&#9;&#9;&#9;m.Parent = game.Players:findFirstChild(playere).Character.Torso&#13;&#10;&#9;&#9;&#9;&#9;&#9;wait(0.5)&#13;&#10;&#9;&#9;&#9;&#9;&#9;m:remove()&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;merge&quot;) then &#13;&#10;&#9;&#9;print(&quot;merging&quot;)&#13;&#10;&#9;&#9;local host = c[2]&#13;&#10;&#9;&#9;print(host)&#13;&#10;&#9;&#9;local hosted = c[3]&#13;&#10;&#9;&#9;print(hosted)&#13;&#10;&#9;&#9;&#9;if c[2] and c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(host) and game.Players:findFirstChild(hosted) ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;game.Players:findFirstChild(hosted).Character = game.Players:findFirstChild(host).Character&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;sb&quot;) then &#13;&#10;&#9;&#9;local textsb = c[2]&#13;&#10;&#9;&#9;if c[2] ~= nil then&#13;&#10;&#9;&#9;local s = Instance.new(&quot;Script&quot;)&#13;&#10;&#9;&#9;s.Parent = game.Workspace&#13;&#10;&#9;&#9;s.Disabled = false&#13;&#10;&#9;&#9;s.Name = &quot;NewScript&quot;&#13;&#10;&#9;&#9;s.Source = textsb&#13;&#10;&#9;&#9;wait(0)&#13;&#10;&#9;&#9;local new = s:Clone()&#13;&#10;&#9;&#9;new.Parent = game.Workspace&#13;&#10;&#9;&#9;s:Remove()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;elseif(c[1] == &quot;shield&quot;) then &#13;&#10;&#9;&#9;print(&quot;shielding&quot;)&#13;&#10;&#9;&#9;local target = c[2]&#13;&#10;&#9;&#9;print(target)&#13;&#10;&#9;&#9;local state = c[3]&#13;&#10;&#9;&#9;print(state)&#13;&#10;&#9;&#9;&#9;if c[2] or c[3] ~= nil then&#13;&#10;&#9;&#9;&#9;if game.Players:findFirstChild(target) and game.Players:findFirstChild(target).Character ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;if state == &quot;on&quot; then&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFon&quot;)&#13;&#10;&#9;&#9;&#9;&#9;g=Instance.new(&quot;ForceField&quot;)&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFmade&quot;)&#13;&#10;&#9;&#9;&#9;&#9;g.Name = &quot;FFadmin&quot;&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFnamed&quot;)&#13;&#10;&#9;&#9;&#9;&#9;g.Parent = game.Players:findFirstChild(target).Character&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;FFparented&quot;)&#13;&#10;&#9;&#9;&#9;&#9;elseif state == &quot;off&quot; then&#13;&#10;&#9;&#9;&#9;&#9;&#9;if game.Players:findFirstChild(target) and game.Players:findFirstChild(target).Character.FFadmin ~= nil then&#13;&#10;&#9;&#9;&#9;&#9;&#9;game.Players:findFirstChild(target).Character.FFadmin:remove()&#13;&#10;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#9;newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end) &#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX13652">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">GameScript</string>
				<string name="Source">--Zuka&#10;&#10;king = nil&#10;kingdebounce = false&#10;&#10;function onHumanoidDied(humanoid, player)&#10;&#9;local stats = player:findFirstChild(&quot;leaderstats&quot;)&#10;&#9;if stats ~= nil then&#10;&#9;&#9;local deaths = stats:findFirstChild(&quot;Skirmishes Lost&quot;)&#10;&#9;&#9;local points = stats:findFirstChild(&quot;Points&quot;)&#10;&#9;&#9;points.Value = points.Value - 10&#10;&#9;&#9;deaths.Value = deaths.Value + 1&#10;&#9;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#10;&#9;&#9;handleKillCount(humanoid, player)&#10;&#9;end&#10;end&#10;&#10;function onPlayerRespawn(property, player)&#10;&#9;if property == &quot;Character&quot; and player.Character ~= nil then&#10;&#9;&#9;local humanoid = player.Character.Humanoid&#10;&#9;&#9;local p = player&#10;&#9;&#9;local h = humanoid&#10;&#9;&#9;humanoid.Died:connect(function() onHumanoidDied(h, p) end )&#10;&#9;end&#10;&#9;while true do&#10;&#9;&#9;if player.Character~=nil then break end&#10;&#9;&#9;wait()&#10;&#9;end&#10;&#9;if player.TeamColor == game.Teams.King.TeamColor then&#10;&#9;&#9;player.Character.Humanoid.MaxHealth = 150&#10;&#9;&#9;game.Lighting.Boulder:Clone().Parent = player.Backpack&#10;&#9;&#9;wait(.5)&#10;&#9;&#9;player.Character.Humanoid.Health = 150&#10;&#9;end&#10;end&#10;&#10;function getKillerOfHumanoidIfStillInGame(humanoid)&#10;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#10;&#9;if tag ~= nil then&#10;&#9;&#9;local killer = tag.Value&#10;&#9;&#9;if killer.Parent ~= nil then&#10;&#9;&#9;&#9;return killer&#10;&#9;&#9;end&#10;&#9;end&#10;&#9;return nil&#10;end&#10;&#10;function handleKillCount(humanoid, player)&#10;&#9;local killer = getKillerOfHumanoidIfStillInGame(humanoid)&#10;&#9;if killer ~= nil then&#10;&#9;&#9;local stats = killer:findFirstChild(&quot;leaderstats&quot;)&#10;&#9;&#9;if stats ~= nil then&#10;&#9;&#9;&#9;local kills = stats:findFirstChild(&quot;KOs&quot;)&#10;&#9;&#9;&#9;local points = stats:findFirstChild(&quot;Points&quot;)&#10;&#9;&#9;&#9;print(killer.Name .. &quot; killed &quot; .. player.Name)&#10;&#9;&#9;&#9;if killer ~= player then&#10;&#9;&#9;&#9;&#9;if player.TeamColor == game.Teams.King.TeamColor then&#10;&#9;&#9;&#9;&#9;&#9;if kingdebounce then return end&#10;&#9;&#9;&#9;&#9;&#9;local m = Instance.new(&quot;Message&quot;)&#10;&#9;&#9;&#9;&#9;&#9;m.Parent = game.Workspace&#10;&#9;&#9;&#9;&#9;&#9;m.Text = player.Name .. &quot; was slayed, so &quot; .. killer.Name .. &quot; is the new king!&quot;&#10;&#9;&#9;&#9;&#9;&#9;local p = game.Players:GetChildren()&#10;&#9;&#9;&#9;&#9;&#9;for i = 1,#p do&#10;&#9;&#9;&#9;&#9;&#9;&#9;if p[i].Character~=nil then&#10;&#9;&#9;&#9;&#9;&#9;&#9;&#9;p[i].Character:BreakJoints()&#10;&#9;&#9;&#9;&#9;&#9;&#9;&#9;p[i].leaderstats.Points.Value = p[i].leaderstats.Points.Value + 10&#10;&#9;&#9;&#9;&#9;&#9;&#9;&#9;p[i].leaderstats.WOs.Value = p[i].leaderstats.WOs.Value - 1&#10;&#9;&#9;&#9;&#9;&#9;&#9;end&#10;&#9;&#9;&#9;&#9;&#9;end&#10;&#9;&#9;&#9;&#9;&#9;kills.Value = kills.Value + 1&#10;&#9;&#9;&#9;&#9;&#9;points.Value = points.Value + 100&#10;&#9;&#9;&#9;&#9;&#9;killer.TeamColor = game.Teams.King.TeamColor&#10;&#9;&#9;&#9;&#9;&#9;player.TeamColor = game.Teams.Peasants.TeamColor&#10;&#9;&#9;&#9;&#9;&#9;wait(3)&#10;&#9;&#9;&#9;&#9;&#9;m.Parent = nil&#10;&#9;&#9;&#9;&#9;&#9;kingdebounce = true&#10;&#9;&#9;&#9;&#9;&#9;wait(7)&#10;&#9;&#9;&#9;&#9;&#9;kingdebounce = false&#10;&#9;&#9;&#9;&#9;else&#10;&#9;&#9;&#9;&#9;&#9;kills.Value = kills.Value + 1&#10;&#9;&#9;&#9;&#9;&#9;points.Value = points.Value + 20&#10;&#9;&#9;&#9;&#9;end&#10;&#9;&#9;&#9;else&#10;&#9;&#9;&#9;&#9;kills.Value = kills.Value - 1&#10;&#9;&#9;&#9;end&#10;&#9;&#9;end&#10;&#9;end&#10;end&#10;&#10;function onChatted(msg, recipient, speaker)&#10;&#9;if speaker:findFirstChild(&quot;OrbTag&quot;)~=nil then&#10;&#9;&#9;speaker.OrbTag:Remove()&#10;&#9;&#9;if string.sub(msg,1) == &quot;/a&quot; then&#10;&#9;&#9;&#9;if speaker.Character~=nil then&#10;&#9;&#9;&#9;&#9;speaker.Character.Humanoid.MaxHealth = 150&#10;&#9;&#9;&#9;&#9;speaker.Character.Humanoid.Health = 150&#10;&#9;&#9;&#9;end&#10;&#9;&#9;end&#10;&#9;&#9;if string.sub(msg,1) == &quot;/b&quot; then&#10;&#9;&#9;&#9;if speaker.Character~=nil then&#10;&#9;&#9;&#9;&#9;local sword = speaker.Character:findFirstChild(&quot;LinkedSword&quot;)&#10;&#9;&#9;&#9;&#9;local sword2 = speaker.Backpack:findFirstChild(&quot;LinkedSword&quot;)&#10;&#9;&#9;&#9;&#9;if sword~=nil and sword2==nil then&#10;&#9;&#9;&#9;&#9;&#9;sword.v1.Value = 8&#10;&#9;&#9;&#9;&#9;&#9;sword.v2.Value = 15&#10;&#9;&#9;&#9;&#9;&#9;sword.v3.Value = 45&#10;&#9;&#9;&#9;&#9;elseif sword2~=nil and sword==nil then&#10;&#9;&#9;&#9;&#9;&#9;sword2.v1.Value = 8&#10;&#9;&#9;&#9;&#9;&#9;sword2.v2.Value = 15&#10;&#9;&#9;&#9;&#9;&#9;sword2.v3.Value = 45&#10;&#9;&#9;&#9;&#9;end&#10;&#9;&#9;&#9;end&#10;&#9;&#9;end&#10;&#9;end&#10;end&#10;&#10;function onEntered(newPlayer)&#10;&#9;newPlayer.Neutral = false&#10;&#9;newPlayer.Chatted:connect(function(msg, recipient) onChatted(msg, recipient, newPlayer) end)&#10;&#9;local p = game.Players:GetChildren()&#10;&#9;for i = 1,#p do&#10;&#9;&#9;if p[i].TeamColor == game.Teams.King.TeamColor then&#10;&#9;&#9;&#9;king  = p[i]&#10;&#9;&#9;end&#10;&#9;end&#10;&#9;if king == nil then&#10;&#9;&#9;newPlayer.TeamColor = game.Teams.King.TeamColor&#10;&#9;else&#10;&#9;&#9;newPlayer.TeamColor = game.Teams.Peasants.TeamColor&#10;&#9;end&#10;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#10;&#9;stats.Name = &quot;leaderstats&quot;&#10;&#9;local kills = Instance.new(&quot;IntValue&quot;)&#10;&#9;kills.Name = &quot;KOs&quot;&#10;&#9;kills.Value = 0&#10;&#9;local deaths = Instance.new(&quot;IntValue&quot;)&#10;&#9;deaths.Name = &quot;WOs&quot;&#10;&#9;deaths.Value = 0&#10;&#9;local points = Instance.new(&quot;IntValue&quot;)&#10;&#9;points.Name = &quot;Points&quot;&#10;&#9;points.Value = 0&#10;&#9;kills.Parent = stats&#10;&#9;deaths.Parent = stats&#10;&#9;points.Parent = stats&#10;&#9;while true do&#10;&#9;&#9;if newPlayer.Character~=nil then break end&#10;&#9;&#9;wait()&#10;&#9;end&#10;&#9;if newPlayer.TeamColor == game.Teams.King.TeamColor then&#10;&#9;&#9;newPlayer.Character.Humanoid.MaxHealth = 150&#10;&#9;&#9;newPlayer.Character.Humanoid.Health = 150&#10;&#9;&#9;game.Lighting.Boulder:Clone().Parent = newPlayer.Backpack&#10;&#9;end&#10;&#9;local humanoid = newPlayer.Character.Humanoid&#10;&#9;humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end)&#10;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end)&#10;&#9;stats.Parent = newPlayer&#10;&#9;local m = Instance.new(&quot;Hint&quot;)&#10;&#9;m.Parent = newPlayer&#10;&#9;m.Text = &quot;KING OF THE HILL, built by JoshJosh117 and scripted by Zuka!&quot;&#10;&#9;wait(4)&#10;&#9;m.Text = &quot;Thanks to jeffellithorpe, galgirlygal, masterchiefy, PiePersonofDoom, and loser123 for being the first testers!&quot;&#10;&#9;wait(4)&#10;&#9;m.Text = &quot;All you have to do is slay the YELLOW king, and you get points,&quot;&#10;&#9;wait(4)&#10;&#9;m.Text = &quot;and you will become the new king!&quot;&#10;&#9;wait(4)&#10;&#9;m.Text = &quot;A message will be displayed saying&quot;&#10;&#9;wait(3)&#10;&#9;m.Text = [[&quot;]] .. newPlayer.Name .. [[ is the new king!&quot;]]&#10;&#9;wait(3)&#10;&#9;m.Parent = nil&#10;end&#10;&#10;function onLeaving(player) &#10;&#9;if player.TeamColor == game.Teams.King.TeamColor then &#10;&#9;&#9;local p = game.Players:GetChildren() &#10;&#9;&#9;local pl = p[math.random(1,#p)] &#10;&#9;&#9;if pl~=player then &#10;&#9;&#9;&#9;pl.TeamColor = game.Teams.King.TeamColor &#10;&#9;&#9;else &#10;&#9;&#9;&#9;pl = p[math.random(1,#p)] &#10;&#9;&#9;&#9;pl.TeamColor = game.Teams.King.TeamColor &#10;&#9;&#9;end &#10;&#9;end &#10;end &#10;&#10;&#10;game.Players.ChildAdded:connect(onEntered)&#10;game.Players.ChildRemoved:connect(onLeaving) </string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX13653">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Regenerate</string>
				<string name="Source">model = game.Workspace.Regen&#13;&#10;&#13;&#10;&#13;&#10;backup = model:clone()&#13;&#10;&#13;&#10;while true do&#13;&#10;&#9;wait(60)&#13;&#10;&#13;&#10;&#13;&#10;&#9;model:remove()&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;model = backup:clone()&#13;&#10;&#9;model.Parent = game.Workspace&#13;&#10;&#9;model:makeJoints()&#13;&#10;&#13;&#10;end&#13;&#10;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX13654">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">RemoveSnaps</string>
				<string name="Source">p= game.Workspace:GetChildren()&#9;&#9;&#9;&#13;&#10;for i= 1, #p do&#9;&#9;&#9;&#9;&#13;&#10;if p[i].className == &quot;Part&quot; then&#13;&#10;if p[i].Anchored == true then&#13;&#10;p[i]:BreakJoints()&#13;&#10;end&#13;&#10;elseif p[i].className == &quot;Model&quot; then&#13;&#10;pp=p[i]:GetChildren()&#13;&#10;for i=1, #pp do&#13;&#10;if p[i].className == &quot;Part&quot; then&#13;&#10;if p[i].Anchored == true then&#13;&#10;p[i]:BreakJoints()&#13;&#10;end&#13;&#10;end&#13;&#10;end&#13;&#10;end&#13;&#10;end&#13;&#10;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX13655">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">Script Info</string>
				<string name="Source">---Thanks, Zuka! --JoshJosh117&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;--Notice to Zuka regarding scripts.&#13;&#10;&#13;&#10;&#13;&#10;--[[ To JoshJosh117: I have done everything you asked for. The scripting is complete. Be sure to give me credit ok? ]]--&#13;&#10;&#13;&#10;&#13;&#10;-- 1. King Script- &#13;&#10;--In the map, there are two teams- &quot;Peasants&quot; and &quot;King&quot;. The King team will only ever have one player at a time (the script must make sure of this). &#13;&#10;--Everyone else in the server becomes a part of the Peasants team. &#13;&#10;--The Peasants team has 4 spawn plates, and the King has one. &#13;&#10;&#13;&#10;--Here is where the script comes in: When the server is first created, the first player to enter spawns on the King team.&#13;&#10;--Everyone else that enters spawns on the Peasants team. &#13;&#10;--If a player on the Peasants team kills the King, he or she becomes the new King and all players are reset to spawn plates (everyone dies) &#13;&#10;--(during this, the old King switches to the Peasants team and the Peasant who killed the King switches to the King team). &#13;&#10;&#13;&#10;--The next person who kills the King becomes the new King, and so on, and so on. (The script must keep allowing new kings.) &#13;&#10;&#13;&#10;--When there is a new king, a there is a message to everyone stating &quot;_______ is the new king!&quot; &#13;&#10;&#13;&#10;--IMPORTANT: Script must set King&apos;s health to 150 when he/she spawns. Also note: Teams do recolor the players. The Peasants color is brown and the King color is yellow. &#13;&#10;&#13;&#10;--If at any time the King leaves, a random player in the server becomes the new King, and the players are sent back to the spawns. &#13;&#10;&#13;&#10;--If a King kills himself (or falls off the map), he is sent back to his spawn, and remains the king. &#13;&#10;&#13;&#10;--One more thing: When a King spawns, the script will clone a weapon called &quot;Boulder&quot; from game.Lighting into the King&apos;s backpack (only the king gets the tool). &#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;-- 2. Orb Script- &#13;&#10;--When it&apos;s parent is touched, the script does two things (after checking if it is a humanoid blah blah blah): &#13;&#10;--It sends a message (as seen in first post) to the player who touched it (we&apos;ll call him &quot;Bob&quot;) which lasts 10 seconds long. &#13;&#10;--At the same time, the script also waits for Bob to say &quot;/a&quot; or &apos;/b&quot;. &#13;&#10;--If the message is /a, the script changes Bob&apos;s maxhealth to 150, waits 2 seconds, then changes Bob&apos;s HEALTH to 150. &#13;&#10;--If the message is /b, the script changes these values: &#13;&#10;&#13;&#10;------tool.v1.Value = 8 &#13;&#10;&#13;&#10;------tool.v2.Value = 15 &#13;&#10;&#13;&#10;------tool.v3.Value = 45 &#13;&#10;&#13;&#10;---Tool is defined in the script as either the tool &quot;LinkedSword&quot; in the player (under Workspace) or in the player&apos;s backpack.&#13;&#10;--It must first search for the sword in game.Workspace.playername , and if it is not found there search for the sword in game.Players.playername. &#13;&#10;--If the sword is not found at all, the script waits for another player to touch it&apos;s parent. &#13;&#10;--The reason it needs to search both places is because the player may have the sword equipped or stored. &#13;&#10;&#13;&#10;----Once the player responds and the script changes the values or health, the script will need to wait 3 minutes before allowing another touch to be registered.&#13;&#10;-- At this same time, the script changes it&apos;s parent&apos;s transperency to 1. &#13;&#10;&#13;&#10;--If a player touches the parent of the script and does not say /a or /b within 60 seconds, the script waits for a new player to touch it. &#13;&#10;&#13;&#10;&#13;&#10;--3. Leaderboard- I made a working one, but for some reason it wouldn&apos;t display KOs, so I tried to fix it and somehow the script got lost. :( &#13;&#10;&#13;&#10;--Anyway, I need a leaderboard that has KOs and WOs like a normal one, but also displays &quot;Points&quot;. &#13;&#10;&#13;&#10;---A player earns 20 points for killing someone on the &quot;Peasants&quot; team. (Applies to any player on any team). &#13;&#10;---If a peasant kills the King, the peasant gains 100 points. &#13;&#10;---If the King kills himself, he does not gain 100 points (but instead loses 10 points). &#13;&#10;---If any player dies or kills himself, they lose 10 points. &#13;&#10;&#13;&#10;--That&apos;s all there is to it.&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;---  Also-&#13;&#10;--There is a boulder tool script that is very buggy (I made it). &#13;&#10;--Many times ther boulder doesn&apos;t disappear. &#13;&#10;--Sometimes the tool ceases to make boulders. &#13;&#10;-- Sometimes the boulders disappear to early.&#13;&#10;--I&apos;m not sure why these problems occur, but if you could look into the script to see if you can see anything wrong, please do.&#13;&#10;&#13;&#10;--[[ I have rewritten the boulder script. You can have bricks and other things in HOPPERBINS, just not tools. ]]--</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model" referent="RBX13656">
			<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">Rocks</string>
				<Ref name="PrimaryPart">RBX13657</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Model" referent="RBX13658">
				<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">Rock</string>
					<Ref name="PrimaryPart">RBX13657</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Part" referent="RBX13659">
					<Properties>
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					<string name="Name">Swordscript</string>
					<string name="Source">r = game:service(&quot;RunService&quot;)&#13;&#10;&#13;&#10;&#13;&#10;local damage = 5&#13;&#10;&#13;&#10;&#13;&#10;local slash_damage = 10&#13;&#10;local lunge_damage = 30&#13;&#10;&#13;&#10;sword = script.Parent.Handle&#13;&#10;Tool = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;local SlashSound = Instance.new(&quot;Sound&quot;)&#13;&#10;SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;&#13;&#10;SlashSound.Parent = sword&#13;&#10;SlashSound.Volume = .7&#13;&#10;&#13;&#10;local LungeSound = Instance.new(&quot;Sound&quot;)&#13;&#10;LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;&#13;&#10;LungeSound.Parent = sword&#13;&#10;LungeSound.Volume = .6&#13;&#10;&#13;&#10;local UnsheathSound = Instance.new(&quot;Sound&quot;)&#13;&#10;UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;&#13;&#10;UnsheathSound.Parent = sword&#13;&#10;UnsheathSound.Volume = 1&#13;&#10;&#13;&#10;&#13;&#10;function blow(hit)&#13;&#10;&#9;if (hit.Parent == nil) then return end -- happens when bullet hits sword&#13;&#10;&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;local vCharacter = Tool.Parent&#13;&#10;&#9;local vPlayer = game.Players:playerFromCharacter(vCharacter)&#13;&#10;&#9;local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character&#13;&#10;&#9;if humanoid~=nil and humanoid ~= hum and hum ~= nil then&#13;&#10;&#9;&#9;-- final check, make sure sword is in-hand&#13;&#10;&#13;&#10;&#9;&#9;local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)&#13;&#10;&#9;&#9;if (right_arm ~= nil) then&#13;&#10;&#9;&#9;&#9;local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)&#13;&#10;&#9;&#9;&#9;if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then&#13;&#10;&#9;&#9;&#9;&#9;tagHumanoid(humanoid, vPlayer)&#13;&#10;&#9;&#9;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;&#9;&#9;wait(1)&#13;&#10;&#9;&#9;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, player)&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = player&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = humanoid&#13;&#10;end&#13;&#10;&#13;&#10;function untagHumanoid(humanoid)&#13;&#10;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function attack()&#13;&#10;&#9;damage = slash_damage&#13;&#10;&#9;SlashSound:play()&#13;&#10;&#9;local anim = Instance.new(&quot;StringValue&quot;)&#13;&#10;&#9;anim.Name = &quot;toolanim&quot;&#13;&#10;&#9;anim.Value = &quot;Slash&quot;&#13;&#10;&#9;anim.Parent = Tool&#13;&#10;end&#13;&#10;&#13;&#10;function lunge()&#13;&#10;&#9;damage = lunge_damage&#13;&#10;&#13;&#10;&#9;LungeSound:play()&#13;&#10;&#13;&#10;&#9;local anim = Instance.new(&quot;StringValue&quot;)&#13;&#10;&#9;anim.Name = &quot;toolanim&quot;&#13;&#10;&#9;anim.Value = &quot;Lunge&quot;&#13;&#10;&#9;anim.Parent = Tool&#13;&#10;&#9;&#13;&#10;&#9;&#13;&#10;&#9;force = Instance.new(&quot;BodyVelocity&quot;)&#13;&#10;&#9;force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80&#13;&#10;&#9;force.Parent = Tool.Parent.Torso&#13;&#10;&#9;wait(.25)&#13;&#10;&#9;swordOut()&#13;&#10;&#9;wait(.25)&#13;&#10;&#9;force.Parent = nil&#13;&#10;&#9;wait(.5)&#13;&#10;&#9;swordUp()&#13;&#10;&#13;&#10;&#9;damage = slash_damage&#13;&#10;end&#13;&#10;&#13;&#10;function swordUp()&#13;&#10;&#9;Tool.GripForward = Vector3.new(-1,0,0)&#13;&#10;&#9;Tool.GripRight = Vector3.new(0,1,0)&#13;&#10;&#9;Tool.GripUp = Vector3.new(0,0,1)&#13;&#10;end&#13;&#10;&#13;&#10;function swordOut()&#13;&#10;&#9;Tool.GripForward = Vector3.new(0,0,1)&#13;&#10;&#9;Tool.GripRight = Vector3.new(0,-1,0)&#13;&#10;&#9;Tool.GripUp = Vector3.new(-1,0,0)&#13;&#10;end&#13;&#10;&#13;&#10;function swordAcross()&#13;&#10;&#9;-- parry&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;Tool.Enabled = true&#13;&#10;local last_attack = 0&#13;&#10;function onActivated()&#13;&#10;&#13;&#10;&#9;if not Tool.Enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;Tool.Enabled = false&#13;&#10;&#13;&#10;&#9;local character = Tool.Parent;&#13;&#10;&#9;local humanoid = character.Humanoid&#13;&#10;&#9;if humanoid == nil then&#13;&#10;&#9;&#9;print(&quot;Humanoid not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;&#13;&#10;&#9;if (t - last_attack &lt; .2) then&#13;&#10;&#9;&#9;lunge()&#13;&#10;&#9;else&#13;&#10;&#9;&#9;attack()&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;last_attack = t&#13;&#10;&#13;&#10;&#9;--wait(.5)&#13;&#10;&#13;&#10;&#9;Tool.Enabled = true&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onEquipped()&#13;&#10;&#9;UnsheathSound:play()&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Activated:connect(onActivated)&#13;&#10;script.Parent.Equipped:connect(onEquipped)&#13;&#10;&#13;&#10;&#13;&#10;connection = sword.Touched:connect(blow)&#13;&#10;&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX13970">
				<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>-212</X>
						<Y>12.8000002</Y>
						<Z>-444.5</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>
					<bool name="CastsShadows">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="Cullable">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">Handle</string>
					<float name="Reflectance">0.400000006</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>0.800000012</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX13971">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</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"><url>rbxasset://textures/SwordTexture.png</url></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="RBX13972">
				<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;&#13;&#10;&#13;&#10;enabled = true&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if not enabled then&#13;&#10;&#9;&#9;return&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;enabled = false&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;&#13;&#10;&#13;&#10;&#9;wait(.5)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onEquippedLocal(mouse)&#13;&#10;&#13;&#10;&#9;if mouse == nil then&#13;&#10;&#9;&#9;print(&quot;Mouse not found&quot;)&#13;&#10;&#9;&#9;return &#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;Tool.Equipped:connect(onEquippedLocal)</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService" referent="RBX13973">
		<Properties>
			<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>RBX13974</External>
		<External>RBX13975</External>
		<External>RBX13976</External>
		<External>RBX13977</External>
		<External>RBX13978</External>
		<External>RBX13979</External>
		<External>RBX13980</External>
		<External>RBX13981</External>
		<External>RBX13982</External>
		<External>RBX13983</External>
		<External>RBX13984</External>
		<External>RBX13985</External>
		<External>RBX13986</External>
		<External>RBX13987</External>
	</Item>
	<Item class="Selection" referent="RBX13988">
		<Properties>
			<string name="Name">Selection</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="ControllerService" referent="RBX13989">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX13990</External>
	<Item class="Debris" referent="RBX13991">
		<Properties>
			<int name="MaxItems">1000</int>
			<string name="Name">Debris</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Timer" referent="RBX13992">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Lighting" referent="RBX13993">
		<Properties>
			<Color3 name="BottomAmbientV9">4286220152</Color3>
			<Color3 name="ClearColor">4278190080</Color3>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="SpotLightV9">4290822336</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<Color3 name="TopAmbientV9">4292006362</Color3>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Sky" referent="RBX13994">
			<Properties>
				<bool name="CelestialBodiesShown">true</bool>
				<string name="Name">Sky</string>
				<Content name="SkyboxBk"><url>http://www.roblox.com/asset?id=58372690</url></Content>
				<Content name="SkyboxDn"><url>http://www.roblox.com/asset?id=58372722</url></Content>
				<Content name="SkyboxFt"><url>http://www.roblox.com/asset?id=58372742</url></Content>
				<Content name="SkyboxLf"><url>http://www.roblox.com/asset?id=58372777</url></Content>
				<Content name="SkyboxRt"><url>http://www.roblox.com/asset?id=58372794</url></Content>
				<Content name="SkyboxUp"><url>http://www.roblox.com/asset?id=58372812</url></Content>
				<int name="StarCount">3000</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
	</Item>
	<Item class="Teams" referent="RBX13995">
		<Properties>
			<string name="Name">Teams</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Team" referent="RBX13996">
			<Properties>
				<bool name="AutoAssignable">true</bool>
				<bool name="AutoColorCharacters">true</bool>
				<string name="Name">Peasants</string>
				<int name="Score">0</int>
				<int name="TeamColor">192</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Team" referent="RBX13997">
			<Properties>
				<bool name="AutoAssignable">true</bool>
				<bool name="AutoColorCharacters">true</bool>
				<string name="Name">King</string>
				<int name="Score">0</int>
				<int name="TeamColor">226</int>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
	</Item>
	<External>RBX13998</External>
	<External>RBX13999</External>
</roblox>