<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>
			<double name="DistributedGameTime">0</double>
			<CoordinateFrame name="ModelInPrimary">
				<X>0</X>
				<Y>0</Y>
				<Z>0</Z>
				<R00>1</R00>
				<R01>0</R01>
				<R02>0</R02>
				<R10>0</R10>
				<R11>1</R11>
				<R12>0</R12>
				<R20>0</R20>
				<R21>0</R21>
				<R22>1</R22>
			</CoordinateFrame>
			<string name="Name">Workspace</string>
			<Ref name="PrimaryPart">RBX2</Ref>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Camera" referent="RBX3">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>0</X>
					<Y>5</Y>
					<Z>5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>-0</R02>
					<R10>-0</R10>
					<R11>0.89442718</R11>
					<R12>0.44721359</R12>
					<R20>0</R20>
					<R21>-0.44721359</R21>
					<R22>0.89442718</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>0</X>
					<Y>0</Y>
					<Z>-5</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Camera" referent="RBX1">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>-6.52643156</X>
					<Y>20.7910938</Y>
					<Z>-8.52068138</Z>
					<R00>-0.999995172</R00>
					<R01>0.00220243027</R01>
					<R02>-0.00218439009</R02>
					<R10>1.8326618e-011</R10>
					<R11>0.704192936</R11>
					<R12>0.710008681</R12>
					<R20>0.00310197659</R20>
					<R21>0.710005224</R21>
					<R22>-0.704189539</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>-6.50000048</X>
					<Y>12.2000008</Y>
					<Z>0</Z>
					<R00>-0.999995172</R00>
					<R01>0.00220243237</R01>
					<R02>-0.00218439149</R02>
					<R10>-5.46343561e-011</R10>
					<R11>0.704192817</R11>
					<R12>0.71000874</R12>
					<R20>0.00310197915</R20>
					<R21>0.710005283</R21>
					<R22>-0.70418942</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script" referent="RBX4">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">_Added</string>
				<string name="Source">game.Players.PlayerRemoving:connect(function(p)
	--p.Game.Value:Remove()
	for _, o in ipairs(game.Workspace:GetChildren()) do
		if o:FindFirstChild(&quot;Owner&quot;) then
			if o.Owner.Value == p.Name then o:remove() end
		end
	end
end)
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX2">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">0</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">4</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-6.5</X>
					<Y>12.2000008</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>-1.23634479e-007</R01>
					<R02>1.23634479e-007</R02>
					<R10>1.74845553e-007</R10>
					<R11>0.707106769</R11>
					<R12>-0.707106769</R12>
					<R20>0</R20>
					<R21>0.707106769</R21>
					<R22>0.707106769</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">false</bool>
				<string name="Name">Thumb</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>24</X>
					<Y>14.4000006</Y>
					<Z>2</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX5">
				<Properties>
					<token name="Face">5</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>http://www.roblox.com/asset/?id=5406739</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Script" referent="RBX6">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><null></null></Content>
				<string name="Name">_Brain</string>
				<string name="Source">wait()

_G.Brain = {}

function Brain.FindWorst(b)
local topH = {}
end

function Brain.FindBest(b)

end
</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
	</Item>
	<Item class="RunService" referent="RBX7">
		<Properties>
			<string name="Name">Run Service</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX8</External>
	<External>RBX9</External>
	<Item class="Players" referent="RBX10">
		<Properties>
			<int name="MaxPlayers">8</int>
			<string name="Name">Players</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="StarterPack" referent="RBX11">
		<Properties>
			<string name="Name">StarterPack</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="HopperBin" referent="RBX12">
			<Properties>
				<token name="BinType">0</token>
				<string name="Name">Tetris_Tool</string>
				<Content name="TextureId"><null></null></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="ObjectValue" referent="RBX13">
				<Properties>
					<string name="Name">Game</string>
					<Ref name="Value">null</Ref>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX14">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">wait(0.5)

local allParts = {}
for i = -4, 14 do --&gt; construct table
	allParts[i] = {}
end
local M = Instance.new(&quot;Hint&quot;)
M.Text = &quot;Select the tool to begin, and press \&quot;esc\&quot; to pause/unpause&quot;
M.Parent = game.Players.LocalPlayer
local player = game.Players.LocalPlayer
local tl = script.Parent
local fallSpeed = 1
local lastPartID = 0
--_G.select = nil
local GetKey = nil
local GM = nil
local Game_Play = false
local NextPart = nil
local in_Menu = true
local is_Active = true
local _level = 1 --1 = easy, 2 = med, 3 = hard
local _isPause = false

--[[local vala = Instance.new(&quot;ObjectValue&quot;)
vala.Name = &quot;Game&quot;
vala.Parent = player]]

player.Character:remove()

function Pos()
	return GM.Pos.Position
end

_G.pmt = {  --&gt; modify attached parts positions by the rotation of the main part
	__index = function(inx)
		local val = select[inx]
		local ang = math.pi/2*select.r
		return P(R(math.cos(ang)*val.x - math.sin(ang)*val.y, 1), R(math.sin(ang)*val.x + math.cos(ang)*val.y, 1), val.v)
	end,
	__index2 = function(inx)
		local val = NextPart[inx]
		local ang = math.pi/2*NextPart.r
		return P(R(math.cos(ang)*val.x - math.sin(ang)*val.y, 1), R(math.sin(ang)*val.x + math.cos(ang)*val.y, 1), val.v)
	end
}

I = pmt.__index
Inx = pmt.__index2

--function &#131;(x)

--end

Last3 = {1, 2, 3}

function T_Rand(low, up)
	local a = math.random(low, up)
	if _level ~= 3 then
		while a == Last3[1] or a == Last3[2] or a == Last3[3] do
			a = math.random(low, up)
		end
		table.remove(Last3, 1)
		table.insert(Last3, a)
	end
	return a
end

function R(num, inx) --&gt; round num to inx
	local num = num/inx
	if math.abs(num - math.floor(num)) &lt; math.abs(num - math.ceil(num)) then
		num = math.floor(num)
		else
		num = math.ceil(num)
	end
	return num*inx
end

--point constructor
function P(x, y, val)
	if type(x) == &quot;number&quot; and type(y) == &quot;number&quot; then
		return {x = x, y = y, v = val or nil}
		else
		return {x = x.x, y = x.y, v = val or nil}
	end
end

function _G.tell() --&gt; debugging, show the layout in output
	for y = 20, 1, -1 do
	str = &quot;&quot;
	for x = 1, 10 do
		if allParts[x][y] then
			str = str..&quot;#&quot;
			else
			str = str..&quot;~&quot;
		end
	end
	print(str)
	end
end

function PlayGame() --&gt; main function
	if Game_Play then return end
	in_Menu = false
	Game_Play = true
	fallSpeed = 1 - (_level - 1)/10
	GM.Level.Num.Value = 0
	GM.Score.Num.Value = 0
	game.Workspace.CurrentCamera.CameraSubject = GM.Back
	print(&quot;Game started&quot;)
	while true do
		while _isPause do M.Text = &quot;Paused, press \&quot;esc\&quot; to unpause&quot; wait() end
		select = NextPart
		select.Position = P(math.random(2, 8), 20)
		NextPart = Part.new(-4.5, 16)
		drawNext()
		drawPart()
		while true do
			while _isPause do M.Text = &quot;Paused, press \&quot;esc\&quot; to unpause&quot; wait() end
			wait(fallSpeed)
			M.Text = &quot;Score:&quot;..GM.Score.Num.Value..&quot; Level:&quot;..GM.Level.Num.Value
			if CheckMove() then
				select.Position = P(select.Position.x, select.Position.y - 1)
				drawPart()
				else
				allParts[select.Position.x][select.Position.y] = select.val
				allParts[select.Position.x + I(&quot;a&quot;).x][select.Position.y + I(&quot;a&quot;).y] = select.a.v
				allParts[select.Position.x + I(&quot;b&quot;).x][select.Position.y + I(&quot;b&quot;).y] = select.b.v
				allParts[select.Position.x + I(&quot;c&quot;).x][select.Position.y + I(&quot;c&quot;).y] = select.c.v
				checkForRow()
				break
			end
		end
		if not Game_Play then
			clearMap(true) --&gt; don&apos;t wait
		end
		if select.Position.y &gt; 19 then
			print(&quot;Part failed to move&quot;)
			M.Text = &quot;Game Over, press \&quot;esc\&quot; to restart&quot;
			clearMap(false) --&gt; wait
			break
		end
		checkForRow()
	end
	--game has been lost
	Game_Play = false
	in_Menu = true
end

function drawPart() --&gt; draw the falling part
	select.val.CFrame = CFrame.new(Vector3.new(Pos().x + select.Position.x, Pos().y + select.Position.y, Pos().z))
	select.a.v.CFrame = CFrame.new(Vector3.new(Pos().x + select.Position.x + I(&quot;a&quot;).x, Pos().y + select.Position.y + I(&quot;a&quot;).y, Pos().z))
	select.b.v.CFrame = CFrame.new(Vector3.new(Pos().x + select.Position.x + I(&quot;b&quot;).x, Pos().y + select.Position.y + I(&quot;b&quot;).y, Pos().z))
	select.c.v.CFrame = CFrame.new(Vector3.new(Pos().x + select.Position.x + I(&quot;c&quot;).x, Pos().y + select.Position.y + I(&quot;c&quot;).y, Pos().z))
end

function drawNext() --&gt; draw the next part
	NextPart.val.CFrame = CFrame.new(Vector3.new(Pos().x + NextPart.Position.x, Pos().y + NextPart.Position.y, Pos().z))
	NextPart.a.v.CFrame = CFrame.new(Vector3.new(Pos().x + NextPart.Position.x + Inx(&quot;a&quot;).x, Pos().y + NextPart.Position.y + Inx(&quot;a&quot;).y, Pos().z))
	NextPart.b.v.CFrame = CFrame.new(Vector3.new(Pos().x + NextPart.Position.x + Inx(&quot;b&quot;).x, Pos().y + NextPart.Position.y + Inx(&quot;b&quot;).y, Pos().z))
	NextPart.c.v.CFrame = CFrame.new(Vector3.new(Pos().x + NextPart.Position.x + Inx(&quot;c&quot;).x, Pos().y + NextPart.Position.y + Inx(&quot;c&quot;).y, Pos().z))
end

function clearMap(bl)
	is_Active = false
	for y = 25, 1, -1 do
	for x = 1, 10 do
		if not bl then wait() end
		if allParts[x][y] then allParts[x][y]:remove() allParts[x][y] = nil end
	end
	end
	is_Active = true
end

function checkForRow() --&gt; check if there is a finnished row to remove, remove it, and redraw allParts
	is_Active = false
	local got_Row = false
	local scoreCount = 1
	while true do
		local gotRow = false
		for y = 1, 20 do
			local row_isFull = true
			for x = 1, 10 do
				if not allParts[x][y] then row_isFull = false break end
			end
			--print(&quot;Row (&quot;, y, &quot;) is&quot;, row_isFull, &quot;Full&quot;)
			if row_isFull then --&gt; remove and restart row checking
				got_Row = true
				GM.Score.Num.Value = GM.Score.Num.Value + scoreCount
				scoreCount = scoreCount + 2
				--shift down all rows
				for _x = 1, 10 do
					allParts[_x][y]:remove()
					--[[local e = Instance.new(&quot;Explosion&quot;)
					e.Position = Pos() + Vector3.new(_x, y, 0)
					e.BlastRadius = 0.1
					e.Parent = game.Workspace]]
					wait()
					--e:remove()
					for _y = y, 20 do 
						if allParts[_x][_y+1] then
							allParts[_x][_y+1].Position = Pos() + Vector3.new(_x, _y, 0)
						end
						allParts[_x][_y] = allParts[_x][_y+1]
					end
				end
				gotRow = true
				wait(0.5)
				break
			end
		end
		if not gotRow then break end
	end
	if got_Row then
		GM.Level.Num.Value = GM.Level.Num.Value + 1
		if fallSpeed &gt; 0.33 then
			fallSpeed = fallSpeed - 0.01
		end
	end
	is_Active = true
end

function CheckMove(a) --&gt; can the part move down 1?(if a then right or left [a])?
	if not select then return false end
	if a then
		select.Position = P(select.Position.x + a, select.Position.y)
		print(&quot;Moving to X:&quot;, select.Position.x, &quot;Y: &quot;, select.Position.y)
		if (select.Position.x) &gt; 10 or (select.Position.x) &lt; 1 then select.Position = P(select.Position.x - a, select.Position.y) return false end
		if (select.Position.x + I(&quot;a&quot;).x) &gt; 10 or (select.Position.x + I(&quot;a&quot;).x) &lt; 1 then select.Position = P(select.Position.x - a, select.Position.y) return false end
		if (select.Position.x + I(&quot;b&quot;).x) &gt; 10 or (select.Position.x + I(&quot;b&quot;).x) &lt; 1 then select.Position = P(select.Position.x - a, select.Position.y) return false end
		if (select.Position.x + I(&quot;c&quot;).x) &gt; 10 or (select.Position.x + I(&quot;c&quot;).x) &lt; 1 then select.Position = P(select.Position.x - a, select.Position.y) return false end
		print(&quot;Ax:&quot;, I(&quot;a&quot;).x, &quot;Bx:&quot;, I(&quot;b&quot;).x, &quot;Cx:&quot;, I(&quot;c&quot;).x)
		if allParts[select.Position.x][select.Position.y] or allParts[select.Position.x + I(&quot;a&quot;).x][select.Position.y + I(&quot;a&quot;).y] or allParts[select.Position.x + I(&quot;b&quot;).x][select.Position.y + I(&quot;b&quot;).y] or allParts[select.Position.x + I(&quot;c&quot;).x][select.Position.y + I(&quot;c&quot;).y] then
			select.Position = P(select.Position.x - a, select.Position.y)
			return false
		end
		select.Position = P(select.Position.x - a, select.Position.y)
		else
		select.Position = P(select.Position.x, select.Position.y - 1)
		print(&quot;Moving to X:&quot;, select.Position.x, &quot;Y: &quot;, select.Position.y)
		if (select.Position.y + I(&quot;a&quot;).y) &lt; 1 then select.Position = P(select.Position.x, select.Position.y + 1) return false end
		if (select.Position.y + I(&quot;b&quot;).y) &lt; 1 then select.Position = P(select.Position.x, select.Position.y + 1) return false end
		if (select.Position.y + I(&quot;c&quot;).y) &lt; 1 then select.Position = P(select.Position.x, select.Position.y + 1) return false end
		print(&quot;Ax:&quot;, I(&quot;a&quot;).x, &quot;Bx:&quot;, I(&quot;b&quot;).x, &quot;Cx:&quot;, I(&quot;c&quot;).x)
		if allParts[select.Position.x][select.Position.y] or allParts[select.Position.x + I(&quot;a&quot;).x][select.Position.y + I(&quot;a&quot;).y] or allParts[select.Position.x + I(&quot;b&quot;).x][select.Position.y + I(&quot;b&quot;).y] or allParts[select.Position.x + I(&quot;c&quot;).x][select.Position.y + I(&quot;c&quot;).y] then
			select.Position = P(select.Position.x, select.Position.y + 1)
			return false
		end
		select.Position = P(select.Position.x, select.Position.y + 1)
	end
	return true
end

function CheckRotate() --&gt; can the part rotate?
	if not select then return 0 end
	select.Rotate(1)
	if select.Position.x + I(&quot;a&quot;).x &gt; 10 or select.Position.x + I(&quot;a&quot;).x &lt; 1 then select.Rotate(-1) return 1 end
	if select.Position.x + I(&quot;b&quot;).x &gt; 10 or select.Position.x + I(&quot;b&quot;).x &lt; 1 then select.Rotate(-1) return 2 end
	if select.Position.x + I(&quot;c&quot;).x &gt; 10 or select.Position.x + I(&quot;c&quot;).x &lt; 1 then select.Rotate(-1) return 3 end
	if allParts[select.Position.x][select.Position.y] or allParts[select.Position.x + I(&quot;a&quot;).x][select.Position.y + I(&quot;a&quot;).y] or allParts[select.Position.x + I(&quot;b&quot;).x][select.Position.y + I(&quot;b&quot;).y] or allParts[select.Position.x + I(&quot;c&quot;).x][select.Position.y + I(&quot;c&quot;).y] then
		select.Rotate(-1)
		return 4
	end
	select.Rotate(-1)
	return true
end

function TetPart(colorNum) --&gt; create a 1x1x1 brick
	local p = Instance.new(&quot;Part&quot;)
	p.FormFactor = 0
	p.Size = Vector3.new(1,1,1)
	p.BottomSurface = 0
	p.TopSurface = 0
	p.Anchored = true
	p.BrickColor = BrickColor.new(colorNum)	
	p.Parent = game.Workspace
	local v = Instance.new(&quot;StringValue&quot;)
	v.Name = &quot;Owner&quot;
	v.Value = player.Name
	v.Parent = p
	return p
end

function createPart(tb, r, color) --&gt; create the &quot;a, b, c&quot; parts attached to the part
	if r == 1 then --&gt; 4-long
		tb.a = P(0, -1, TetPart(color)) 
		tb.b = P(0, 1, TetPart(color)) 
		tb.c = P(0, 2, TetPart(color)) 
		elseif r == 2 then --&gt; L - &quot;L&quot;
		tb.a = P(0, -1, TetPart(color)) 
		tb.b = P(0, 1, TetPart(color)) 
		tb.c = P(1, 1, TetPart(color)) 
		elseif r == 3 then --&gt; R - &quot;L&quot;
		tb.a = P(0, -1, TetPart(color)) 
		tb.b = P(0, 1, TetPart(color)) 
		tb.c = P(-1, 1, TetPart(color)) 
		elseif r == 4 then --&gt; L - zigzag
		tb.a = P(0, 1, TetPart(color)) 
		tb.b = P(1, 0, TetPart(color)) 
		tb.c = P(1, -1, TetPart(color)) 
		elseif r == 5 then --&gt; R - zigzag
		tb.a = P(0, 1, TetPart(color)) 
		tb.b = P(-1, 0, TetPart(color)) 
		tb.c = P(-1, -1, TetPart(color)) 
		elseif r == 6 then --&gt; T
		tb.a = P(0, 1, TetPart(color)) 
		tb.b = P(1, 0, TetPart(color)) 
		tb.c = P(-1, 0, TetPart(color)) 
		elseif r == 7 then --&gt; square
		tb.a = P(0, 1, TetPart(color)) 
		tb.b = P(1, 1, TetPart(color)) 
		tb.c = P(1, 0, TetPart(color)) 
	end
end

Part = {}

function Part.new(x, y)
	local r = T_Rand(1,7)
	local color = ({20, 21, 22, 23, 24, 25, 26, 27})[r]
	local _a = nil
	_a = {
		type = r,
		val = TetPart(color), 
		r = 0, 
		Position = P(x, y, nil),
		Rotate = function(inx)
			if _a.type ~= 7 then
				_a.r = _a.r + inx
				if _a.r &gt; 3 then
					_a.r = 0
					elseif _a.r &lt; 0 then
					_a.r = 3
				end
				print(&quot;Rotation:&quot;, r)
			end
		end
	}
	createPart(_a, r, color)
	--setmetatable(_a, pmt)
	return _a
end

NextPart = Part.new(math.random(2, 8), 20)

selectCon = nil

selectCon = tl.Selected:connect(function(m)
	M.Text = &quot;To rotate part, press up, to Move part, press left and right, to put part to bottom, press down&quot;
	GM = game.Lighting.Board:clone()
	GM.Parent = game.Workspace
	GM:MoveTo(Vector3.new(math.random(200, 5000), 0, math.random(200, 5000)))
	GM.Owner.Value = player.Name
	game.Workspace.CurrentCamera.CameraType = 1
	_select = true
	_active = true
	m.Move:connect(function()
		print(&quot;Move&quot;)
		local hi = m.ViewSizeY/8
		local add = m.ViewSizeY/4
		if in_Menu then
			print(&quot;Switch mouse&quot;)
			if m.Y &lt; (hi)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450670&quot; --m.Icon = [play]
				elseif m.Y &gt; hi+add and m.Y &lt; (hi*2)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450659&quot; --m.Icon = [hard]
				elseif m.Y &gt; (hi*2)+add and m.Y &lt; (hi*3)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450664&quot; --m.Icon = [med]
				elseif m.Y &gt; (hi*3)+add and m.Y &lt; (hi*4)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450654&quot; --m.Icon = [easy]
				else
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450652&quot; --plain menu
			end
			else
			m.Icon = &quot;&quot;
		end
	end)
	m.Idle:connect(function()
		print(&quot;Move&quot;)
		local hi = m.ViewSizeY/8
		local add = m.ViewSizeY/4
		if in_Menu then
			print(&quot;Switch mouse&quot;)
			if m.Y &lt; (hi)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450670&quot; --m.Icon = [play]
				elseif m.Y &gt; hi+add and m.Y &lt; (hi*2)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450659&quot; --m.Icon = [hard]
				elseif m.Y &gt; (hi*2)+add and m.Y &lt; (hi*3)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450664&quot; --m.Icon = [med]
				elseif m.Y &gt; (hi*3)+add and m.Y &lt; (hi*4)+add then
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450654&quot; --m.Icon = [easy]
				else
				m.Icon = &quot;http://www.roblox.com/asset/?id=5450652&quot; --plain menu
			end
			else
			m.Icon = &quot;&quot;
		end
	end)
	m.Button1Down:connect(function()
		local hi = m.ViewSizeY/8
		local add = m.ViewSizeY/4
		if in_Menu then
			if m.Y &lt; (hi)+add then
				PlayGame()
				elseif m.Y &gt; hi+add and m.Y &lt; (hi*2)+add then
				_level = 3
				elseif m.Y &gt; (hi*2)+add and m.Y &lt; (hi*3)+add then
				_level = 2
				elseif m.Y &gt; (hi*3)+add and m.Y &lt; (hi*4)+add then
				_level = 1
			end
		end	
	end)
	m.KeyDown:connect(function(k)
		if is_Active then
			print(string.byte(k))
			if string.byte(k) == 27 then
				_isPause = not _isPause
				if _isPause then
					M.Text = &quot;Paused, press \&quot;esc\&quot; to unpause&quot;
					else
					M.Text = &quot;&quot;
				end
				elseif string.byte(k) == 20 then --left
				if select and Game_Play then
					if CheckMove(1) then select.Position = P(select.Position.x + 1, select.Position.y) end
					--select.Position = P(select.Position.x + 1, select.Position.y)
					drawPart()
				end
				elseif string.byte(k) == 19 then --right
				if select and Game_Play then
					if CheckMove(-1) then select.Position = P(select.Position.x - 1, select.Position.y) end
					--select.Position = P(select.Position.x - 1, select.Position.y)
					drawPart()
				end
				elseif string.byte(k) == 17 then --up
				if select and Game_Play then
					if CheckRotate() == true then select.Rotate(1) end
					--select.Rotate(1)
					drawPart()
				end
				elseif string.byte(k) == 18 then --down
				if select and Game_Play then
					while CheckMove() do
						select.Position = P(select.Position.x, select.Position.y - 1)
					end
					drawPart()
				end
			end
		end
	end)
	--selectCon:disconnect()
end)

tl.Deselected:connect(function()
	Game_Play = false
	GM:remove()
end)


	

</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService" referent="RBX15">
		<Properties>
			<token name="AmbientReverb">0</token>
			<float name="DistanceFactor">10</float>
			<float name="DopplerScale">1</float>
			<string name="Name">Soundscape</string>
			<float name="RolloffScale">1</float>
			<bool name="archivable">true</bool>
		</Properties>
		<External>RBX16</External>
		<External>RBX17</External>
		<External>RBX18</External>
		<External>RBX19</External>
		<External>RBX20</External>
		<External>RBX21</External>
		<External>RBX22</External>
		<External>RBX23</External>
		<External>RBX24</External>
		<External>RBX25</External>
		<External>RBX26</External>
		<External>RBX27</External>
		<External>RBX28</External>
		<External>RBX29</External>
	</Item>
	<Item class="ContentProvider" referent="RBX30">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="PhysicsService" referent="RBX31">
		<Properties>
			<string name="Name">PhysicsService</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX32</External>
	<Item class="Selection" referent="RBX33">
		<Properties>
			<string name="Name">Selection</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX34</External>
	<Item class="Lighting" referent="RBX35">
		<Properties>
			<Color3 name="Ambient">4288256409</Color3>
			<float name="Brightness">1</float>
			<Color3 name="ColorShift_Bottom">4278190080</Color3>
			<Color3 name="ColorShift_Top">4278190080</Color3>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="ShadowColor">4291611857</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Model" referent="RBX36">
			<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">Board</string>
				<Ref name="PrimaryPart">RBX37</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX38">
				<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">1</int>
					<CoordinateFrame name="CFrame">
						<X>12.5</X>
						<Y>29.3999996</Y>
						<Z>-0.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Part</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>20</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX39">
				<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">1</int>
					<CoordinateFrame name="CFrame">
						<X>1.5</X>
						<Y>29.8999996</Y>
						<Z>-0.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Part</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>19</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX40">
				<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">1</int>
					<CoordinateFrame name="CFrame">
						<X>7</X>
						<Y>19.8999996</Y>
						<Z>-0.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Part</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>10</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX41">
				<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">1</int>
					<CoordinateFrame name="CFrame">
						<X>1.5</X>
						<Y>19.8999996</Y>
						<Z>-0.5</Z>
						<R00>1</R00>
						<R01>0</R01>
						<R02>0</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Pos</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX37">
				<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">5</int>
					<CoordinateFrame name="CFrame">
						<X>7</X>
						<Y>29.3999996</Y>
						<Z>0.5</Z>
						<R00>-1</R00>
						<R01>0</R01>
						<R02>-0</R02>
						<R10>-0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>-0</R20>
						<R21>0</R21>
						<R22>-1</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
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							</Properties>
						</Item>
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						<Item class="SpecialMesh" referent="RBX64">
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								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Script" referent="RBX65">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Change</string>
						<string name="Source">local a0 = {true, true, true, false, true, true, true}
local a1 = {false, true, true, false, false, false, false}
local a2 = {true, true, false, true, true, true, false}
local a3 = {true, true, true, true, true, false, false}
local a4 = {false, true, true, true, false, false, true}
local a5 = {true, false, true, true, true, false, true}
local a6 = {true, false, true, true, true, true, true}
local a7 = {false, true, true, false, true, false, false}
local a8 = {true, true, true, true, true, true, true}
local a9 = {true, true, true, true, true, false, true}

local states = {a0, a1, a2, a3, a4, a5, a6, a7, a8, a9}

function changed()
	local num = tostring(script.Parent.Num.Value)
	local aa1 = string.sub(num, -1, -1) --1&apos;s place
	if aa1 ~= &quot;&quot; then 
		print(&quot;there is a &quot;..aa1..&quot; in the one&apos;s place&quot;)
		change(script.Parent.a1, tonumber(aa1))
		else
		change(script.Parent.a1, &quot;0&quot;)	
	end
	local aa2 = string.sub(num, -2, -2) 
	if aa2 ~= &quot;&quot; then 
		change(script.Parent.a2, tonumber(aa2))
		else
		change(script.Parent.a2, &quot;0&quot;)		
	end
	local aa3 = string.sub(num, -3, -3) 
	if aa3 ~= &quot;&quot; then 
		change(script.Parent.a3, tonumber(aa3))
		else
		change(script.Parent.a3, &quot;0&quot;)		
	end
	if script.Parent.Num.Value &gt; 999 then
		change(script.Parent.a1, &quot;9&quot;)
		change(script.Parent.a2, &quot;9&quot;)
		change(script.Parent.a3, &quot;9&quot;)
	end
end

function change(digit, num)
	local a = digit:GetChildren()
	local b = &quot;a&quot;..num
	for i = 1, #a do
		local tb = states[num + 1]
		local p = digit:FindFirstChild(&quot;a&quot;..tostring(i))
		if tb[i] == false then
			p.Transparency = 1
			else
			p.Transparency = 0			
		end
	end
end

wait(0.5)

script.Parent.Num.Changed:connect(changed)

changed()

</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX66">
					<Properties>
						<string name="Name">Num</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX67">
					<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">a1</string>
						<Ref name="PrimaryPart">RBX68</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX68">
						<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>-5</X>
								<Y>28.0999908</Y>
								<Z>-1.00000191</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a5</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX69">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX70">
						<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>-5</X>
								<Y>27.0999928</Y>
								<Z>-1.00000191</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a4</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX71">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX72">
						<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>-5.5</X>
								<Y>27.6000042</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a2</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX73">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX74">
						<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>-4.5</X>
								<Y>27.6000042</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a7</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX75">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX76">
						<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>-5.5</X>
								<Y>26.5999298</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a3</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX77">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX78">
						<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">
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							<float name="LeftParamB">0.5</float>
							<token name="LeftSurface">0</token>
							<token name="LeftSurfaceInput">0</token>
							<bool name="Locked">false</bool>
							<string name="Name">a2</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX104">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX105">
						<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>-2.5</X>
								<Y>31.900053</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a7</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX106">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX107">
						<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>-3.5</X>
								<Y>30.8999615</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a3</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX108">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX109">
						<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>-2.5</X>
								<Y>30.8999615</Y>
								<Z>-1</Z>
								<R00>0</R00>
								<R01>0</R01>
								<R02>1</R02>
								<R10>-1</R10>
								<R11>0</R11>
								<R12>0</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a6</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX110">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
					<Item class="Part" referent="RBX111">
						<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>-3</X>
								<Y>30.4000168</Y>
								<Z>-1.00000191</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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">a1</string>
							<float name="Reflectance">0</float>
							<float name="RightParamA">-0.5</float>
							<float name="RightParamB">0.5</float>
							<token name="RightSurface">0</token>
							<token name="RightSurfaceInput">0</token>
							<Vector3 name="RotVelocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<float name="TopParamA">-0.5</float>
							<float name="TopParamB">0.5</float>
							<token name="TopSurface">0</token>
							<token name="TopSurfaceInput">0</token>
							<float name="Transparency">0</float>
							<Vector3 name="Velocity">
								<X>0</X>
								<Y>0</Y>
								<Z>0</Z>
							</Vector3>
							<bool name="archivable">true</bool>
							<token name="shape">1</token>
							<Vector3 name="size">
								<X>1</X>
								<Y>0.400000006</Y>
								<Z>1</Z>
							</Vector3>
						</Properties>
						<Item class="SpecialMesh" referent="RBX112">
							<Properties>
								<token name="LODX">2</token>
								<token name="LODY">2</token>
								<Content name="MeshId"><null></null></Content>
								<token name="MeshType">6</token>
								<string name="Name">Mesh</string>
								<Vector3 name="Offset">
									<X>0</X>
									<Y>0</Y>
									<Z>0</Z>
								</Vector3>
								<Vector3 name="Scale">
									<X>1</X>
									<Y>1</Y>
									<Z>0.5</Z>
								</Vector3>
								<Content name="TextureId"><null></null></Content>
								<Vector3 name="VertexColor">
									<X>1</X>
									<Y>1</Y>
									<Z>1</Z>
								</Vector3>
								<bool name="archivable">true</bool>
							</Properties>
						</Item>
					</Item>
				</Item>
				<Item class="Script" referent="RBX113">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Change</string>
						<string name="Source">local a0 = {true, true, true, false, true, true, true}
local a1 = {false, true, true, false, false, false, false}
local a2 = {true, true, false, true, true, true, false}
local a3 = {true, true, true, true, true, false, false}
local a4 = {false, true, true, true, false, false, true}
local a5 = {true, false, true, true, true, false, true}
local a6 = {true, false, true, true, true, true, true}
local a7 = {false, true, true, false, true, false, false}
local a8 = {true, true, true, true, true, true, true}
local a9 = {true, true, true, true, true, false, true}

local states = {a0, a1, a2, a3, a4, a5, a6, a7, a8, a9}

function changed()
	local num = tostring(script.Parent.Num.Value)
	local aa1 = string.sub(num, -1, -1) --1&apos;s place
	if aa1 ~= &quot;&quot; then 
		print(&quot;there is a &quot;..aa1..&quot; in the one&apos;s place&quot;)
		change(script.Parent.a1, tonumber(aa1))
		else
		change(script.Parent.a1, &quot;0&quot;)	
	end
	local aa2 = string.sub(num, -2, -2) 
	if aa2 ~= &quot;&quot; then 
		change(script.Parent.a2, tonumber(aa2))
		else
		change(script.Parent.a2, &quot;0&quot;)		
	end
	local aa3 = string.sub(num, -3, -3) 
	if aa3 ~= &quot;&quot; then 
		change(script.Parent.a3, tonumber(aa3))
		else
		change(script.Parent.a3, &quot;0&quot;)		
	end
	if script.Parent.Num.Value &gt; 999 then
		change(script.Parent.a1, &quot;9&quot;)
		change(script.Parent.a2, &quot;9&quot;)
		change(script.Parent.a3, &quot;9&quot;)
	end
end

function change(digit, num)
	local a = digit:GetChildren()
	local b = &quot;a&quot;..num
	for i = 1, #a do
		local tb = states[num + 1]
		local p = digit:FindFirstChild(&quot;a&quot;..tostring(i))
		if tb[i] == false then
			p.Transparency = 1
			else
			p.Transparency = 0			
		end
	end
end

wait(0.5)

script.Parent.Num.Changed:connect(changed)

changed()

</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="IntValue" referent="RBX114">
					<Properties>
						<string name="Name">Num</string>
						<int name="Value">0</int>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Model" referent="RBX115">
					<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">a1</string>
						<Ref name="PrimaryPart">RBX116</Ref>
						<bool name="archivable">true</bool>
					</Properties>
					<Item class="Part" referent="RBX116">
						<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>-5</X>
								<Y>32.4000435</Y>
								<Z>-1.00000191</Z>
								<R00>1</R00>
								<R01>0</R01>
								<R02>0</R02>
								<R10>0</R10>
								<R11>0</R11>
								<R12>1</R12>
								<R20>0</R20>
								<R21>-1</R21>
								<R22>0</R22>
							</CoordinateFrame>
							<bool name="CanCollide">true</bool>
							<token name="Controller">0</token>
							<bool name="ControllerFlagShown">true</bool>
							<bool name="DraggingV1">false</bool>
							<float name="Elasticity">0.5</float>
							<token name="FormFactor">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>
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