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				<string name="Name">ChristmasBoard</string>
				<string name="Source">print(&quot;Leaderboard script version 2.00 loaded&quot;)&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local stats = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;stats.Name = &quot;leaderstats&quot;&#13;&#10;&#13;&#10;&#9;local gifts = Instance.new(&quot;IntValue&quot;)&#13;&#10;&#9;gifts.Name = &quot;Gifts&quot;&#13;&#10;&#9;gifts.Value = 0&#13;&#10;&#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;&#13;&#10;&#9;gifts.Parent = stats&#13;&#10;&#9;points.Parent = stats&#13;&#10;&#13;&#10;&#9;-- VERY UGLY HACK&#13;&#10;&#9;-- Will this leak threads?&#13;&#10;&#9;-- Is the problem even what I think it is (player arrived before character)?&#13;&#10;&#9;while true do&#13;&#10;&#9;&#9;if newPlayer.Character ~= nil then break end&#13;&#10;&#9;&#9;wait(5)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;local humanoid = newPlayer.Character.Humanoid&#13;&#10;&#13;&#10;&#9;humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )&#13;&#10;&#13;&#10;&#9;-- start to listen for new humanoid&#13;&#10;&#9;newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )&#13;&#10;&#13;&#10;&#13;&#10;&#9;stats.Parent = newPlayer&#13;&#10;&#13;&#10;end&#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;Deaths&quot;)&#13;&#10;&#9;&#9;--deaths.Value = deaths.Value + 1&#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;-- need to connect to new humanoid&#13;&#10;&#9;&#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;&#9;local p = player&#13;&#10;&#9;&#9;&#9;local h = humanoid&#13;&#10;&#9;&#9;&#9;humanoid.Died:connect(function() onHumanoidDied(h, p) end )&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function getRole(player)&#13;&#10;&#9;if player:findFirstChild(&quot;Role&quot;) ~= nil then&#13;&#10;&#9;&#9;return player.Role.Value&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function handleKillCount(humanoid, player)&#13;&#10;&#9;-- todo, killing self results in negative points.&#13;&#10;&#9;&#13;&#10;&#9;-- check for kill tag on humanoid - may be more than one - todo: deal with this&#13;&#10;&#9;local tag = humanoid:findFirstChild(&quot;creator&quot;)&#13;&#10;&#13;&#10;&#9;-- find player with name on tag&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;&#13;&#10;&#9;&#9;local killer = tag.Value&#13;&#10;&#9;&#9;if killer.Parent ~= nil then&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- test if killer still in game, maybe not a big deal&#13;&#10;&#9;&#9;&#9;local stats = killer:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;if stats ~= nil and getRole(killer) == &quot;Santa&quot;  then&#13;&#10;&#9;&#9;&#9;&#9;local points = stats:findFirstChild(&quot;Points&quot;) -- Santa gets 1 pt for wasting an elf&#13;&#10;&#9;&#9;&#9;&#9;if killer ~= player then&#13;&#10;&#9;&#9;&#9;&#9;&#9;stats.Points.Value = stats.Points.Value + 1&#13;&#10;&#9;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;&#9;&#9;stats.Points.Value = stats.Points.Value - 5 -- santa loses 5 pts for killing himself (idiot)&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;&#9;if stats ~= nil and getRole(killer) == &quot;Elf&quot;  then&#13;&#10;&#9;&#9;&#9;&#9;local points = stats:findFirstChild(&quot;Points&quot;) -- Santa gets 1 pt for wasting an elf&#13;&#10;&#9;&#9;&#9;&#9;if killer ~= player then&#13;&#10;&#9;&#9;&#9;&#9;&#9;stats.Points.Value = stats.Points.Value + 3 -- elves get 3 pts for wasting santa&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end &#13;&#10;&#9;&#13;&#10;end&#13;&#10;&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model">
			<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">WallBuilder</string>
				<Ref name="PrimaryPart">null</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Script</string>
					<string name="Source">wallWidth = 12&#13;&#10;wallHeight = 4&#13;&#10;wallLifetime = 15&#13;&#10;brickSpeed = 0.04&#13;&#10;&#13;&#10;-- places a brick at pos and returns the position of the brick&apos;s opposite corner&#13;&#10;function placeBrick(cf, pos, color)&#13;&#10;&#9;local brick = Instance.new(&quot;Part&quot;)&#13;&#10;&#9;brick.BrickColor = color&#13;&#10;&#9;brick.CFrame = cf * CFrame.new(pos + brick.size / 2)&#13;&#10;&#9;brick.Parent = script.Parent.Bricks&#13;&#10;&#9;brick:makeJoints()&#13;&#10;&#9;return  brick, pos +  brick.size&#13;&#10;end&#13;&#10;&#13;&#10;function buildWall(cf)&#13;&#10;&#13;&#10;&#9;local color = BrickColor.random()&#13;&#10;&#9;local bricks = {}&#13;&#10;&#13;&#10;&#9;assert(wallWidth&gt;0)&#13;&#10;&#9;local y = 0&#13;&#10;&#9;while y &lt; wallHeight do&#13;&#10;&#9;&#9;local p&#13;&#10;&#9;&#9;local x = -wallWidth/2&#13;&#10;&#9;&#9;while x &lt; wallWidth/2 do&#13;&#10;&#9;&#9;&#9;local brick&#13;&#10;&#9;&#9;&#9;brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)&#13;&#10;&#9;&#9;&#9;x = p.x&#13;&#10;&#9;&#9;&#9;table.insert(bricks, brick)&#13;&#10;&#9;&#9;&#9;wait(brickSpeed)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;y = p.y&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;wait(wallLifetime)&#13;&#10;&#13;&#10;&#9;-- now delete them!&#13;&#10;&#9;while #bricks&gt;0 do&#13;&#10;&#9;&#9;table.remove(bricks):remove()&#13;&#10;&#9;&#9;wait(brickSpeed/2)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.ChildAdded:connect(function(item)&#13;&#10;&#9;if item.Name==&quot;NewWall&quot; then&#13;&#10;&#9;&#9;item:remove()&#13;&#10;&#9;&#9;buildWall(item.Value)&#13;&#10;&#9;end&#13;&#10;end)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Model">
				<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">Bricks</string>
					<Ref name="PrimaryPart">null</Ref>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Model">
					<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">Dummy</string>
						<Ref name="PrimaryPart">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Camera" referent="RBX1">
			<Properties>
				<Ref name="CameraSubject">null</Ref>
				<token name="CameraType">0</token>
				<CoordinateFrame name="CoordinateFrame">
					<X>304.102966</X>
					<Y>302.2453</Y>
					<Z>255.023376</Z>
					<R00>0.673797131</R00>
					<R01>-0.224304825</R01>
					<R02>0.704048872</R02>
					<R10>-1.49011612e-008</R10>
					<R11>0.952812612</R11>
					<R12>0.303559154</R12>
					<R20>-0.738916397</R20>
					<R21>-0.204537302</R21>
					<R22>0.642002404</R22>
				</CoordinateFrame>
				<CoordinateFrame name="Focus">
					<X>296.893616</X>
					<Y>299.136902</Y>
					<Z>248.449371</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Camera</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Part">
			<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">23</int>
				<CoordinateFrame name="CFrame">
					<X>85.0000153</X>
					<Y>13.8000011</Y>
					<Z>-182</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">false</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">true</bool>
				<string name="Name">DeathIce</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">0.200000003</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>194</X>
					<Y>15.6000004</Y>
					<Z>116</Z>
				</Vector3>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Script</string>
					<string name="Source">function onTouched(part)&#13;&#10;&#9;local h = part.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if h~=nil then&#13;&#10;&#9;&#9;h.Health = h.Health - 1000&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<CoordinateFrame name="ModelInPrimary">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
					<R00>1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>1</R22>
				</CoordinateFrame>
				<string name="Name">Model</string>
				<Ref name="PrimaryPart">RBX3</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX3">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">2</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">11</int>
					<CoordinateFrame name="CFrame">
						<X>-182.000015</X>
						<Y>124.200005</Y>
						<Z>-54.0000153</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">false</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">2</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">2</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">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">2</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.200000003</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>1.20000005</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">2</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">11</int>
					<CoordinateFrame name="CFrame">
						<X>-182.000015</X>
						<Y>124.200005</Y>
						<Z>-66.0000153</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">false</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">2</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">2</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">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">2</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0.200000003</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>1.20000005</Y>
						<Z>12</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">2</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">11</int>
					<CoordinateFrame name="CFrame">
						<X>-170.000015</X>
						<Y>124.200005</Y>
						<Z>-30.0000153</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">false</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">2</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">2</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">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">2</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
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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</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0.300000012</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>41</X>
						<Y>1.20000005</Y>
						<Z>30</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<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">23</int>
					<CoordinateFrame name="CFrame">
						<X>-240</X>
						<Y>5.39999962</Y>
						<Z>103</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">false</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</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0.300000012</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
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					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>32</X>
						<Y>1.20000005</Y>
						<Z>30</Z>
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				</Properties>
			</Item>
		</Item>
		<Item class="Script">
			<Properties>
				<bool name="Disabled">false</bool>
				<string name="Name">ChristmasInsurrection</string>
				<string name="Source">print(&quot;Christmas Insurrection v. 1.00&quot;)&#13;&#10;&#13;&#10;&#13;&#10;-- If you need lua help, check out http://lua-users.org/wiki/&#13;&#10;-- and also see the Roblox Wiki &quot;Scripting&quot; entry&#13;&#10;&#13;&#10;&#13;&#10;-- You can tweak the things below to change how the game plays&#13;&#10;&#13;&#10;--------------------- GAME VARIABLES ------------------------&#13;&#10;local game_length = 60 * 8 -- this is total game time in seconds.&#13;&#10;--------------------------------------------------------------------&#13;&#10;&#13;&#10;local STARTING = 0&#13;&#10;local GOING = 1&#13;&#10;local ENDED = 2&#13;&#10;local state = STARTING&#13;&#10;&#13;&#10;local WaitingPosition = Vector3.new(235, 10.2, 235) -- position players spawn at before the game starts&#13;&#10;local SantaSpawn = Vector3.new(-171, 227, -189) -- position that santa spawns at&#13;&#10;local ElfSpawn = Vector3.new(-188, 103, 198) -- position that elves spawn&#13;&#10;&#13;&#10;-- Setup some things here&#13;&#10;local seed = tick()&#13;&#10;math.randomseed(seed) --- init random number generator&#13;&#10;print(&quot;Seed &quot;, seed)&#13;&#10;&#13;&#10;local connection = nil&#13;&#10;local num_gifts = 0&#13;&#10;local regen = game.Workspace.RegenGroup:clone()&#13;&#10;&#13;&#10;message = nil&#13;&#10;function showMessage(text)&#13;&#10;&#9;-- This function flashes a message to all players&#13;&#10;&#9;-- Clear the message with hideMessage()&#13;&#10;&#13;&#10;&#9;hideMessage() -- Never show more than one message at a time&#13;&#10;&#9;if message == nil then message = Instance.new(&quot;Message&quot;) end -- only make a message if we don&apos;t have a message object lying around&#13;&#10;&#9;message.Text = text&#13;&#10;&#9;message.Parent = game.Workspace&#13;&#10;end&#13;&#10;&#13;&#10;function hideMessage()&#13;&#10;&#9;if message == nil then return end&#13;&#10;&#9;message.Parent = nil&#13;&#10;end&#13;&#10;&#13;&#10;function ShowMessageToPlayer(player, text)&#13;&#10;&#9;RemovePlayerMessages(player)&#13;&#10;&#9;local msg = Instance.new(&quot;Message&quot;)&#13;&#10;&#9;msg.Text = text&#13;&#10;&#9;msg.Parent = player&#13;&#10;end&#13;&#10;&#13;&#10;function RemovePlayerMessages(player)&#13;&#10;&#9;local c = player:children()&#13;&#10;&#9;for i = 1, #c do&#13;&#10;&#9;&#9;if c[i].className == &quot;Message&quot; then c[i].Parent = nil end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;-- go through the level and do a recursive search for models named &quot;Present&quot;.&#13;&#10;-- for each of those, make the box a random color and attach the GiftScript&#13;&#10;function findPresents(instance)&#13;&#10;&#9;local kids = instance:children()&#13;&#10;&#9;for i = 1, #kids do&#13;&#10;&#9;&#9;if kids[i].className == &quot;Model&quot; and kids[i].Name == &quot;Present&quot; then&#13;&#10;&#9;&#9;&#9;kids[i].Box.BrickColor = BrickColor.random()&#13;&#10;&#9;&#9;&#9;local s = game.Workspace.GiftScript:clone()&#13;&#10;&#9;&#9;&#9;s.Disabled = false&#13;&#10;&#9;&#9;&#9;s.Parent = kids[i].Box&#9;&#13;&#10;&#9;&#9;&#9;num_gifts = num_gifts + 1&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;-- depth-first search&#13;&#10;&#9;&#9;findPresents(kids[i])&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function clearPlayerInfo()&#13;&#10;&#9;-- resets gift and points&#13;&#10;&#9;-- the Whaleboard adds these tags, we just look for them here and reset them&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if (players[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil) and (players[i].leaderstats.Gifts ~= nil) then players[i].leaderstats.Gifts.Value = 0 end&#13;&#10;&#9;&#9;if (players[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil) and (players[i].leaderstats.Points ~= nil) then players[i].leaderstats.Points.Value = 0 end&#13;&#10;&#9;end&#9;&#13;&#10;end&#13;&#10;&#13;&#10;function getWinnerInfo()&#13;&#10;&#9;-- returns a string that we display to everyone about who the winner is&#13;&#10;&#13;&#10;&#9;-- in case of tie, no one wins. if someone wants to code something better, be my guest.&#13;&#10;&#9;local highscore = 0&#13;&#10;&#9;local winner = &quot;No one&quot;&#13;&#10;&#9;local tie = false&#13;&#10;&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;local pscore = -1&#13;&#10;&#9;&#9;if players[i]:findFirstChild(&quot;leaderstats&quot;) ~= nil then &#13;&#10;&#9;&#9;&#9;if players[i].leaderstats.Points ~= nil then &#13;&#10;&#9;&#9;&#9;&#9;pscore = players[i].leaderstats.Points.Value &#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if pscore == highscore then&#13;&#10;&#9;&#9;&#9;tie = true&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if pscore &gt; highscore then &#13;&#10;&#9;&#9;&#9;-- new highscore&#13;&#10;&#9;&#9;&#9;highscore = pscore&#13;&#10;&#9;&#9;&#9;winner = players[i].Name&#13;&#10;&#9;&#9;&#9;tie = false&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;&#9;&#13;&#10;&#9;if tie == true then return &quot;There was a tie. How boring.&quot; end&#13;&#10;&#9;&#13;&#10;&#9;local text = string.format(&quot;%s %s %d %s&quot;, winner, &quot;wins with&quot;, highscore, &quot;points!&quot;)&#13;&#10;&#9;return text&#13;&#10;end&#13;&#10;&#13;&#10;function RemoveAllWeapons(player)&#13;&#10;&#9;&#9;-- wipe all weapons&#13;&#10;&#9;if player:findFirstChild(&quot;PlayerHopper&quot;) == nil then return end&#13;&#10;&#13;&#10;&#9;local weapons = player.PlayerHopper:children()&#13;&#10;&#9;for i = 1, #weapons do&#13;&#10;&#9;&#9;weapons[i].Parent = nil&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function GiveWeapons(player)&#13;&#10;&#9;local role = getRole(player)&#13;&#10;&#9;-- give common weapons&#13;&#10;&#9;game.Hopper.Wall:clone().Parent = player.PlayerHopper&#13;&#10;&#9;game.Hopper.Snowball:clone().Parent = player.PlayerHopper&#13;&#10;&#9;game.Hopper.TimeBomb:clone().Parent = player.PlayerHopper&#13;&#10;&#9;game.Hopper.Slingshot:clone().Parent = player.PlayerHopper&#13;&#10;&#13;&#10;&#9;if role == &quot;Elf&quot; then&#13;&#10;&#9;&#9;-- give Elf weapons&#13;&#10;&#9;&#9;game.Hopper.Rocket:clone().Parent = player.PlayerHopper&#13;&#10;&#9;else&#13;&#10;&#9;&#9;-- give Santa weapons&#13;&#10;&#9;&#9;game.Hopper.Multirocket:clone().Parent = player.PlayerHopper&#13;&#10;&#9;&#9;game.Hopper.JetBoots:clone().Parent = player.PlayerHopper&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function AssignRole(player, role)&#13;&#10;&#9;-- role is a string: either &quot;Elf&quot; or &quot;Santa&quot;&#13;&#10;&#9;if player == nil then return end&#13;&#10;&#13;&#10;&#9;-- delete role tag if we see one&#13;&#10;&#9;local role_tag = player:findFirstChild(&quot;Role&quot;)&#13;&#10;&#9;if role_tag ~= nil then role_tag.Parent = nil end&#13;&#10;&#13;&#10;&#9;role_tag = Instance.new(&quot;StringValue&quot;)&#13;&#10;&#9;role_tag.Name = &quot;Role&quot;&#13;&#10;&#9;role_tag.Value = role&#13;&#10;&#9;role_tag.Parent = player&#13;&#10;&#13;&#10;&#9;RemoveAllWeapons(player)&#13;&#10;&#13;&#10;&#13;&#10;&#9;print(&quot;Assigned role: &quot;, role)&#13;&#10;end&#13;&#10;&#13;&#10;function getRole(player)&#13;&#10;&#9;if player:findFirstChild(&quot;Role&quot;) ~= nil then&#13;&#10;&#9;&#9;return player.Role.Value&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function getSantaPlayer()&#13;&#10;&#9;-- returns the player that is santa or nil if there is no santa&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if getRole(players[i]) == &quot;Santa&quot; then return players[i] end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function PickPlayerToBeSanta()&#13;&#10;&#9;if game.Players.numPlayers == 0 then return nil end&#13;&#10;&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;return players[math.random(1, #players)]&#13;&#10;end&#13;&#10;&#13;&#10;function KillPlayer(player)&#13;&#10;&#9;-- safe way to kill a player&#13;&#10;&#9;local done = false&#13;&#10;&#9;while done == false do&#13;&#10;&#9;&#9;local char = player.Character&#13;&#10;&#9;&#9;if char ~= nil then &#13;&#10;&#9;&#9;&#9;local humanoid = char:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#9;&#9;if humanoid ~= nil then &#13;&#10;&#9;&#9;&#9;&#9;humanoid.Health = 0&#13;&#10;&#9;&#9;&#9;&#9;done = true&#13;&#10;&#9;&#9;&#9;&#9;print(&quot;found humanoid&quot;)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;&#9;wait(2) -- do not hog cpu&#13;&#10;&#9;end&#13;&#10;&#9;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function PlayGame()&#13;&#10;&#9;-- this game plays on a loop until the level is killed&#13;&#10;&#13;&#10;&#9;local time_left = 0&#13;&#10;&#9;local start_time = 0&#13;&#10;&#9;local next_warning_time = 0&#13;&#10;&#13;&#10;&#9;while true do&#13;&#10;&#9;&#9;-- this game can be in one of 3 states&#13;&#10;&#9;&#9;if state == STARTING then&#13;&#10;&#9;&#9;&#9;-- When the game is starting, we want to spawn a couple of whales, so things&#13;&#10;&#9;&#9;&#9;-- are going to be laggy. To hide this setup lag, I show some start up info&#13;&#10;&#9;&#9;&#9;showMessage(&quot;Welcome to Christmas Insurrection version 1.00&quot;)&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;&#9;hideMessage()&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- Reset all game stuff&#13;&#10;&#9;&#9;&#9;findPresents(game.Workspace) -- setup present scripts&#13;&#10;&#9;&#9;&#9;time_left = game_length&#13;&#10;&#9;&#9;&#9;clearPlayerInfo()&#13;&#10;&#13;&#10;&#9;&#9;&#9;local players = game.Players:children()&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- set all players to elves&#13;&#10;&#9;&#9;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;&#9;&#9;AssignRole(players[i], &quot;Elf&quot;)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- pick a santa&#13;&#10;&#9;&#9;&#9;local p = PickPlayerToBeSanta()&#13;&#10;&#9;&#9;&#9;AssignRole(p, &quot;Santa&quot;)&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- show role instructions&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;local santa_msgs = {&quot;You are SANTA CLAUSE&quot;, &quot;Your treacherous elves are revolting!&quot;, &quot;They are trying to steal your presents!&quot;, &quot;It&apos;s time to teach them a lesson!&quot;}&#13;&#10;&#9;&#9;&#9;local elf_msgs = { &quot;You are an ELF in Santa&apos;s Workshop&quot;,&quot;You slave away making toys 364 days a year&quot;,&quot;You&apos;ve had ENOUGH!&quot;,&quot;Collect as many presents as you can, but avoid Santa!&quot;}&#13;&#10;&#13;&#10;&#9;&#9;&#9;for n = 1,4 do&#13;&#10;&#9;&#9;&#9;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;&#9;&#9;&#9;if getRole(players[i]) == &quot;Santa&quot; then&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;ShowMessageToPlayer(players[i],santa_msgs[n])&#13;&#10;&#9;&#9;&#9;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;&#9;&#9;&#9;ShowMessageToPlayer(players[i],santa_msgs[n])&#13;&#10;&#9;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#13;&#10;&#9;&#9;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;&#9;&#9;RemovePlayerMessages(players[i])&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;&#9;local text = string.format(&quot;%s %d %s&quot;, &quot;This game will last&quot;, game_length / 60, &quot;minutes&quot;)&#13;&#10;&#9;&#9;&#9;showMessage(text)&#13;&#10;&#9;&#9;&#9;wait(3)&#13;&#10;&#9;&#9;&#9;showMessage(&quot;3&quot;)&#13;&#10;&#9;&#9;&#9;wait(1)&#13;&#10;&#9;&#9;&#9;showMessage(&quot;2&quot;)&#13;&#10;&#9;&#9;&#9;wait(1)&#13;&#10;&#9;&#9;&#9;showMessage(&quot;1&quot;)&#13;&#10;&#9;&#9;&#9;wait(1)&#13;&#10;&#9;&#9;&#9;showMessage(&quot;GO&quot;)&#13;&#10;&#9;&#9;&#9;wait(1)&#13;&#10;&#9;&#9;&#9;hideMessage()&#13;&#10;&#13;&#10;&#9;&#9;&#9;start_time = tick() -- record system clock at start time&#13;&#10;&#9;&#9;&#9;next_warning_time = start_time + 60&#13;&#10;&#13;&#10;&#9;&#9;&#9;state = GOING&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- kill all players to make them respawn; give them weapons&#13;&#10;&#9;&#9;&#9;local players = game.Players:children()&#13;&#10;&#9;&#9;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;&#9;&#9;if getRole(players[i]) ~= &quot;Santa&quot; and getRole(players[i]) ~= &quot;Elf&quot; then AssignRole(players[i], &quot;Elf&quot;) end -- this catches the case where someone joined in the last 20 seconds ;-)&#13;&#10;&#9;&#9;&#9;&#9;KillPlayer(players[i])&#13;&#10;&#9;&#9;&#9;&#9;GiveWeapons(players[i])&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if state == GOING then&#13;&#10;&#9;&#9;&#9;-- when the game is going, we look for several things&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- 2. we check to see if it is time to flash a countdown message&#13;&#10;&#9;&#9;&#9;-- 3. we check to see if the game should be over&#13;&#10;&#13;&#10;&#9;&#9;&#9;-- every minute show time left&#13;&#10;&#9;&#9;&#9;if tick() &gt; next_warning_time then&#13;&#10;&#9;&#9;&#9;&#9;local text = string.format(&quot;%d %s&quot;, time_left, &quot;seconds left!&quot;)&#13;&#10;&#9;&#9;&#9;&#9;showMessage(text)&#13;&#10;&#9;&#9;&#9;&#9;wait(4)&#13;&#10;&#9;&#9;&#9;&#9;hideMessage()&#13;&#10;&#9;&#9;&#9;&#9;next_warning_time = tick() + 60&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;if time_left &lt; 0 then&#13;&#10;&#9;&#9;&#9;&#9;state = ENDED&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;&#9;time_left = (start_time + game_length) - tick()&#13;&#10;&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;if state == ENDED then&#13;&#10;&#9;&#9;&#9;-- kill all players to make them respawn; take their weapons&#13;&#10;&#9;&#9;&#9;local players = game.Players:children()&#13;&#10;&#9;&#9;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;&#9;&#9;KillPlayer(players[i])&#13;&#10;&#9;&#9;&#9;&#9;RemoveAllWeapons(players[i])&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;&#9;showMessage(&quot;GAME OVER!!!&quot;)&#13;&#10;&#9;&#9;&#9;wait(5)&#13;&#10;&#9;&#9;&#9;showMessage(getWinnerInfo())&#13;&#10;&#9;&#9;&#9;wait(8)&#13;&#10;&#9;&#9;&#9;showMessage(&quot;A new game will begin soon... Regenerating.&quot;)&#13;&#10;&#9;&#9;&#9;&#13;&#10;&#9;&#9;&#9;-- regen&#13;&#10;&#9;&#9;&#9;local level = game.Workspace.RegenGroup&#13;&#10;&#9;&#9;&#9;level:remove()&#13;&#10;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#13;&#10;&#9;&#9;&#9;level = regen:clone()&#13;&#10;&#9;&#9;&#9;level.Parent = game.Workspace&#13;&#10;&#9;&#9;&#9;level:makeJoints()&#13;&#10;&#13;&#10;&#9;&#9;&#9;hideMessage()&#13;&#10;&#13;&#10;&#9;&#9;&#9;wait(2)&#13;&#10;&#13;&#10;&#9;&#9;&#9;state = STARTING&#13;&#10;&#9;&#9;end&#13;&#10;&#13;&#10;&#9;&#9;wait(2) -- don&apos;t hog the CPU&#13;&#10;&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;-----------------------------------------------------------------------&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerEntered(newPlayer)&#13;&#10;&#13;&#10;&#9;AssignRole(newPlayer, &quot;Elf&quot;)&#13;&#10;&#9;if state ~= GOING then&#13;&#10;&#9;&#9;RemoveAllWeapons(newPlayer)&#13;&#10;&#9;&#9;--KillPlayer(newPlayer)&#13;&#10;&#9;else&#13;&#10;&#9;&#9;GiveWeapons(newPlayer)&#13;&#10;&#9;end&#13;&#10;&#9;-- start to listen for new humanoid&#13;&#10;&#9;connection = newPlayer.Changed:connect(function(property) onPlayerPropChanged(property, newPlayer) end )&#13;&#10;&#9;onPlayerRespawn(newPlayer)&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function elfMorph(player)&#13;&#10;&#13;&#10;&#9;print(&quot;MORPH&quot;)&#13;&#10;&#13;&#10;&#9;-- disconnect to avoid infinite loop&#13;&#10;&#9;--if connection ~= nil then connection:disconnect() end&#13;&#10;&#13;&#10;&#9;local char = player.Character&#13;&#10;&#13;&#10;&#9;-- recolor body&#13;&#10;&#9;local head = char:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;local torso = char:findFirstChild(&quot;Torso&quot;) &#13;&#10;&#9;local left_arm = char:findFirstChild(&quot;Left Arm&quot;) &#13;&#10;&#9;local right_arm = char:findFirstChild(&quot;Right Arm&quot;) &#13;&#10;&#9;local left_leg = char:findFirstChild(&quot;Left Leg&quot;) &#13;&#10;&#9;local right_leg = char:findFirstChild(&quot;Right Leg&quot;) &#13;&#10;&#13;&#10;&#9;if head ~= nil then head.BrickColor = BrickColor.new(24) end&#13;&#10;&#9;if torso ~= nil then torso.BrickColor = BrickColor.new(37) end&#13;&#10;&#9;if left_arm ~= nil then left_arm.BrickColor = BrickColor.new(24) end&#13;&#10;&#9;if right_arm ~= nil then right_arm.BrickColor = BrickColor.new(24) end&#13;&#10;&#9;if left_leg ~= nil then left_leg.BrickColor = BrickColor.new(119) end&#13;&#10;&#9;if right_leg ~= nil then right_leg.BrickColor = BrickColor.new(119) end&#10;&#13;&#10;&#13;&#10;&#9;-- reconnect&#13;&#10;&#9;-- start to listen for new humanoid&#13;&#10;&#9;--connection = player.Changed:connect(function(property) onPlayerPropChanged(property, player) end )&#13;&#10;end&#13;&#10;&#13;&#10;function santaMorph(player)&#13;&#10;&#13;&#10;&#9;print(&quot;MORPH SANTA&quot;)&#13;&#10;&#13;&#10;&#9;-- disconnect to avoid infinite loop&#13;&#10;&#9;--if connection ~= nil then connection:disconnect() end&#13;&#10;&#13;&#10;&#9;local char = player.Character&#13;&#10;&#13;&#10;&#13;&#10;&#9;local head = char:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;local torso = char:findFirstChild(&quot;Torso&quot;) &#13;&#10;&#9;local left_arm = char:findFirstChild(&quot;Left Arm&quot;) &#13;&#10;&#9;local right_arm = char:findFirstChild(&quot;Right Arm&quot;) &#13;&#10;&#9;local left_leg = char:findFirstChild(&quot;Left Leg&quot;) &#13;&#10;&#9;local right_leg = char:findFirstChild(&quot;Right Leg&quot;) &#13;&#10;&#13;&#10;&#9;if head ~= nil then head.BrickColor = BrickColor.new(24) end&#13;&#10;&#9;if torso ~= nil then torso.BrickColor = BrickColor.new(26) end&#13;&#10;&#9;if left_arm ~= nil then left_arm.BrickColor = BrickColor.new(21) end&#13;&#10;&#9;if right_arm ~= nil then right_arm.BrickColor = BrickColor.new(21) end&#13;&#10;&#9;if left_leg ~= nil then left_leg.BrickColor = BrickColor.new(21) end&#13;&#10;&#9;if right_leg ~= nil then right_leg.BrickColor = BrickColor.new(21) end&#13;&#10;&#13;&#10;&#13;&#10;&#9;-- reconnect&#13;&#10;&#9;-- start to listen for new humanoid&#13;&#10;&#9;--connection = player.Changed:connect(function(property) onPlayerPropChanged(property, player) end )&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerPropChanged(property, player)&#13;&#10;&#9;if property == &quot;Character&quot; and player.Character ~= nil then&#13;&#10;&#9;&#9;onPlayerRespawn(player)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onPlayerRespawn(player)&#13;&#10;&#9;&#13;&#10;print(&quot;on RESPAWN&quot;)&#13;&#10;&#9;-- only interested in events where the player gets a new character&#13;&#10;       if player.Character == nil then return end&#13;&#10;&#13;&#10;&#9;if getRole(player) == &quot;Elf&quot; then elfMorph(player) end&#13;&#10;&#9;if getRole(player) == &quot;Santa&quot; then santaMorph(player) end&#13;&#10;&#13;&#10;&#9;local x = 0&#13;&#10;&#9;local y = 0&#13;&#10;&#9;local z = 0&#13;&#10;&#13;&#10;&#9;x = WaitingPosition.x + math.random(-5, 5)&#13;&#10;&#9;y = WaitingPosition.y + math.random(5,8)&#13;&#10;&#9;z = WaitingPosition.z + math.random(-5,5)&#13;&#10;&#9;if getRole(player) == &quot;Santa&quot; and state == GOING then&#13;&#10;&#9;&#9;&#9;x = SantaSpawn.x + math.random(-5, 5)&#13;&#10;&#9;&#9;&#9;y = SantaSpawn.y + math.random(5,8)&#13;&#10;&#9;&#9;&#9;z = SantaSpawn.z + math.random(-5,5)&#13;&#10;&#9;end&#13;&#10;&#9;if getRole(player) == &quot;Elf&quot; and state == GOING then&#13;&#10;&#9;&#9;&#9;x = ElfSpawn.x + math.random(-15, 15)&#13;&#10;&#9;&#9;&#9;y = ElfSpawn.y + math.random(5,20)&#13;&#10;&#9;&#9;&#9;z = ElfSpawn.z + math.random(-15,15)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;--local char = nil&#13;&#10;&#9;--while true do&#13;&#10;&#9;&#9;local char = player.Character.Torso&#13;&#10;&#9;--&#9;if char ~= nil then break end&#13;&#10;&#9;--&#9;wait(2)&#13;&#10;&#9;--&#9;print(&quot;LLL&quot;)&#13;&#10;&#9;--end&#13;&#10;&#9;local cf = char.CFrame&#13;&#10;&#13;&#10;&#9;local lx = 0&#13;&#10;&#9;local ly = y&#13;&#10;&#9;local lz = 0&#13;&#10;&#13;&#10;&#9;char.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))&#13;&#10;&#9;print(&quot;Moved player&quot;)&#13;&#10;&#13;&#10;&#9;--player.Character:move(Vector3.new(x,y,z))&#13;&#10;&#13;&#10;end&#13;&#10;----------------------------------------------------------------------------------------&#13;&#10;game.Players.ChildAdded:connect(onPlayerEntered)&#13;&#10;&#13;&#10;PlayGame()&#13;&#10;&#13;&#10;&#13;&#10;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Script">
			<Properties>
				<bool name="Disabled">true</bool>
				<string name="Name">GiftScript</string>
				<string name="Source">&#13;&#10;&#13;&#10;function getPlayer(humanoid)&#13;&#10;&#9;-- find the owning player of a humanoid. this is a hack and i don&apos;t know why i need it, game.Players.LocalPlayer didn&apos;t work&#13;&#10;&#9;local players = game.Players:children()&#13;&#10;&#9;for i = 1, #players do&#13;&#10;&#9;&#9;if players[i].Character.Humanoid == humanoid then return players[i] end&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function getRole(player)&#13;&#10;&#9;if player:findFirstChild(&quot;Role&quot;) ~= nil then&#13;&#10;&#9;&#9;return player.Role.Value&#13;&#10;&#9;end&#13;&#10;&#9;return nil&#13;&#10;end&#13;&#10;&#13;&#10;function addGift(humanoid)&#13;&#10;&#13;&#10;&#13;&#10;&#9;local player = getPlayer(humanoid)&#13;&#10;&#13;&#10;&#9;-- Touching only happens client-side&#13;&#10;&#9;if player == nil then return end&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local stats = player:findFirstChild(&quot;leaderstats&quot;)&#13;&#10;&#9;if stats == nil then return end&#13;&#10;&#13;&#10;&#9;local gifts_tag = stats:findFirstChild(&quot;Gifts&quot;)&#13;&#10;&#9;local points_tag = stats:findFirstChild(&quot;Points&quot;)&#13;&#10;&#13;&#10;&#9;if gifts_tag ~= nil then gifts_tag.Value = gifts_tag.Value + 1 end&#13;&#10;&#13;&#10;&#9;if points_tag ~= nil then points_tag.Value = points_tag.Value + 1 end&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function onTouched(part)&#13;&#10;&#9;local parent = part.Parent&#13;&#10;&#9;if parent~=nil then&#13;&#10;&#9;&#9;local humanoid = parent:findFirstChild(&quot;Humanoid&quot;, false)&#13;&#10;&#9;&#9;if humanoid ~= nil then&#13;&#10;&#9;&#9;&#9;local p = getPlayer(humanoid)&#13;&#10;&#9;&#9;&#9;if p ~= nil and getRole(p) == &quot;Elf&quot; then&#13;&#10;&#9;&#9;&#9;&#9;addGift(humanoid)&#13;&#10;&#9;&#9;&#9;&#9;script.Parent.Parent.Parent = nil&#13;&#10;&#9;&#9;&#9;end&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;script.Parent.Touched:connect(onTouched)&#13;&#10;</string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="Model">
			<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">StartPosition</string>
				<Ref name="PrimaryPart">RBX7</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<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">1</int>
					<CoordinateFrame name="CFrame">
						<X>224.5</X>
						<Y>7.20000029</Y>
						<Z>224.5</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>
					<bool name="CastsShadows">false</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">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>63</X>
						<Y>4.80000019</Y>
						<Z>63</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<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>
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					<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">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>2.4000001</Y>
						<Z>21</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<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>126.000008</Y>
						<Z>-86.5</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>
					<bool name="CastsShadows">false</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">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>2.4000001</Y>
						<Z>23</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<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>130.800003</Y>
						<Z>-88.5</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>
					<bool name="CastsShadows">false</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">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>2.4000001</Y>
						<Z>19</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part">
				<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>133.199997</Y>
						<Z>-89.5</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>
					<bool name="CastsShadows">false</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">true</bool>
					<string name="Name">Smooth Block Model</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>12</X>
						<Y>2.4000001</Y>
						<Z>17</Z>
					</Vector3>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService">
		<Properties>
			<string name="Name">SoundService</string>
			<bool name="archivable">true</bool>
			<float name="distancefactor">5</float>
			<float name="dopplerscale">1</float>
			<float name="rolloffscale">1</float>
		</Properties>
		<External>RBX226</External>
		<External>RBX227</External>
		<External>RBX228</External>
		<External>RBX229</External>
		<External>RBX230</External>
		<External>RBX231</External>
		<External>RBX232</External>
		<External>RBX233</External>
		<External>RBX234</External>
		<External>RBX235</External>
		<External>RBX236</External>
		<External>RBX237</External>
		<External>RBX238</External>
		<External>RBX239</External>
	</Item>
	<Item class="Hopper">
		<Properties>
			<string name="Name">Hopper</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">Wall</string>
				<string name="TextureName">Wall</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">WallScript</string>
					<string name="Source">wallWait = 5&#13;&#10;&#13;&#10;function snap(v)&#13;&#10;&#9;if math.abs(v.x)&gt;math.abs(v.z) then&#13;&#10;&#9;&#9;if v.x&gt;0 then&#13;&#10;&#9;&#9;&#9;return Vector3.new(1,0,0)&#13;&#10;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;return Vector3.new(-1,0,0)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;else&#13;&#10;&#9;&#9;if v.z&gt;0 then&#13;&#10;&#9;&#9;&#9;return Vector3.new(0,0,1)&#13;&#10;&#9;&#9;else&#13;&#10;&#9;&#9;&#9;return Vector3.new(0,0,-1)&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#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\\ArrowFarCursor.png&quot;&#13;&#10;&#13;&#10;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\bass.wav&quot;&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#13;&#10;&#9;&#9;sound:play()&#13;&#10;&#13;&#10;&#9;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;local lookAt = snap(cf.lookVector)&#13;&#10;&#9;cf = CFrame.new(cf.p, cf.p + lookAt)&#13;&#10;&#13;&#10;&#9;-- send a wall request to the game (possibly to another peer in multiplayer)&#13;&#10;&#9;local newWall = Instance.new(&quot;CFrameValue&quot;)&#13;&#10;&#9;newWall.Name = &quot;NewWall&quot;&#13;&#10;&#9;newWall.Value = cf&#13;&#10;&#9;newWall.Parent = game.Workspace.WallBuilder&#13;&#10;&#13;&#10;&#9;wait(wallWait)&#13;&#10;&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;Wall selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;script.Parent.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">Snowball</string>
				<string name="TextureName">Snowball</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">CannonScript</string>
					<string name="Source">print(&quot;Cannon script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;function fire(v)&#13;&#10;&#13;&#10;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;sound.SoundId = &quot;rbxasset://sounds\\short spring sound.wav&quot;&#13;&#10;&#9;sound.Parent = script.Parent&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;&#9;local missile = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;        &#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#13;&#10;&#9;spawnPos  = spawnPos + (v * 5)&#13;&#10;&#13;&#10;&#9;missile.Position = spawnPos&#13;&#10;&#9;missile.Size = Vector3.new(2,2,2)&#13;&#10;&#9;missile.Velocity = v * 200&#13;&#10;&#9;missile.BrickColor = BrickColor.new(1,1,1) -- BrickColor.new(26)&#13;&#10;&#9;missile.Shape = 0&#13;&#10;&#9;missile.BottomSurface = 0&#13;&#10;&#9;missile.TopSurface = 0&#13;&#10;&#9;missile.Name = &quot;Cannon Shot&quot;&#13;&#10;&#9;missile.Elasticity = 0&#13;&#10;&#9;missile.Reflectance = .1&#13;&#10;&#9;missile.Friction = 50&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;local new_script = script.Parent.CannonBall:clone()&#13;&#10;&#9;new_script.Disabled = false&#13;&#10;&#9;new_script.Parent = missile&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#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;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;local v = cf.lookVector&#13;&#10;&#13;&#10;&#9;fire(v)&#13;&#10;&#13;&#10;&#9;wait(2)&#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 onSelected(mouse)&#13;&#10;&#9;print(&quot;cannon selected&quot;)&#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;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">CannonBall</string>
					<string name="Source">&#13;&#10;ball = script.Parent&#13;&#10;damage = 25&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil then&#13;&#10;&#9;&#9;tagHumanoid(humanoid)&#13;&#10;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;&#9;connection:disconnect()&#13;&#10;&#9;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 0.1 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid)&#13;&#10;&#9;-- todo: make tag expire&#13;&#10;&#9;local tag = ball:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;local new_tag = tag:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#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;connection = ball.Touched:connect(onTouched)&#13;&#10;&#13;&#10;r = game:service(&quot;RunService&quot;)&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;d = t + 10.0 - s&#13;&#10;while t &lt; d do&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;ball.Parent = nil</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">TimeBomb</string>
				<string name="TextureName">Bomb</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">true</bool>
					<string name="Name">Bomb</string>
					<string name="Source">&#13;&#10;updateInterval = 1.2&#13;&#10;&#13;&#10;currentColor = 1&#13;&#10;colors = {26, 21} &#13;&#10;&#13;&#10;ticksound = Instance.new(&quot;Sound&quot;)&#13;&#10;ticksound.SoundId = &quot;rbxasset://sounds\\clickfast.wav&quot;&#13;&#10;ticksound.Parent = script.Parent&#13;&#10;&#13;&#10;function update()&#13;&#10;&#9;updateInterval = updateInterval * .9&#13;&#10;&#13;&#10;&#9;script.Parent.BrickColor = BrickColor.new(colors[currentColor])&#13;&#10;&#9;currentColor = currentColor + 1&#13;&#10;&#9;if (currentColor &gt; 2) then currentColor = 1 end&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function blowUp()&#13;&#10;&#9;local sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket shot.wav&quot;&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;&#9;sound.Volume = 1&#13;&#10;&#9;&#9;sound:play()&#13;&#10;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;explosion.BlastRadius = 12&#13;&#10;&#9;explosion.BlastPressure = 1000000 -- these are really wussy units&#13;&#10;&#13;&#10;&#9;-- find instigator tag&#13;&#10;&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;explosion.Position = script.Parent.Position&#13;&#10;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;script.Parent.Transparency = 1&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerBlownUp(part, distance, creator)&#13;&#10;&#9;if part.Name == &quot;Head&quot; then&#13;&#10;&#9;&#9;local humanoid = part.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#9;tagHumanoid(humanoid, creator)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, creator)&#13;&#10;&#9;-- tag does not need to expire iff all explosions lethal&#13;&#10;&#9;&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;local new_tag = creator:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;end&#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;while updateInterval &gt; .1 do&#13;&#10;&#9;wait(updateInterval)&#13;&#10;&#9;update()&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#9;ticksound:play()&#13;&#10;&#9;&#13;&#10;end&#13;&#10;&#13;&#10;blowUp()&#13;&#10;wait(2)&#13;&#10;script.Parent:remove()&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">PlantBomb</string>
					<string name="Source">print(&quot;Bomb hopper script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;bombScript = script.Parent.Bomb&#13;&#10;&#13;&#10;function plant()&#13;&#10;&#9;local bomb = Instance.new(&quot;Part&quot;)&#13;&#10;&#13;&#10;        &#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#13;&#10;&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;bomb.Position = Vector3.new(spawnPos.x, spawnPos.y+3, spawnPos.z)&#13;&#10;&#9;bomb.Size = Vector3.new(2,2,2)&#13;&#10;&#9;&#13;&#10;&#9;bomb.BrickColor = BrickColor.new(21)&#13;&#10;&#9;bomb.Shape = 0&#13;&#10;&#9;bomb.BottomSurface = 0&#13;&#10;&#9;bomb.TopSurface = 0&#13;&#10;&#9;bomb.Reflectance = 1&#13;&#10;&#9;bomb.Name = &quot;TimeBomb&quot;&#13;&#10;&#9;bomb.Locked = true&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = bomb&#13;&#10;&#13;&#10;&#9;bomb.Parent = game.Workspace&#13;&#10;&#9;local new_script = bombScript:clone()&#13;&#10;&#9;new_script.Disabled = false&#13;&#10;&#9;new_script.Parent = bomb&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#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\\ArrowFarCursor.png&quot;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;plant()&#13;&#10;&#13;&#10;&#9;wait(5)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;enabled = true&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;bomb selected&quot;)&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">Rocket</string>
				<string name="TextureName">Rocket</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">3</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">3</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">23</int>
					<CoordinateFrame name="CFrame">
						<X>-0.5</X>
						<Y>0.5</Y>
						<Z>0</Z>
						<R00>3.42285418e-008</R00>
						<R01>0.99999994</R01>
						<R02>0</R02>
						<R10>0.99999994</R10>
						<R11>3.42285418e-008</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-0.99999994</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">3</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">3</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Rocket</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">3</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Swoosh</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds\Rocket whoosh 01.wav</url></Content>
						<float name="Volume">0.699999988</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Explosion</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">true</bool>
						<Content name="SoundId"><url>rbxasset://sounds\collide.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script">
					<Properties>
						<bool name="Disabled">true</bool>
						<string name="Name">RocketScript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)&#13;&#10;&#13;&#10;shaft = script.Parent&#13;&#10;position = shaft.Position&#13;&#10;&#13;&#10;function fly()&#13;&#10;&#9;direction = shaft.CFrame.lookVector &#13;&#10;&#9;position = position + direction&#13;&#10;&#9;error = position - shaft.Position&#13;&#10;&#9;shaft.Velocity = 7*error&#13;&#10;end&#13;&#10;&#13;&#10;function blow()&#13;&#10;&#9;swoosh:stop()&#13;&#10;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;explosion.Position = shaft.Position&#13;&#10;&#13;&#10;&#13;&#10;&#9;-- find instigator tag&#13;&#10;&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;connection:disconnect()&#13;&#10;&#9;wait(.1)&#13;&#10;&#9;shaft:remove()&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerBlownUp(part, distance, creator)&#13;&#10;&#9;&#13;&#10;&#9;if part.Name == &quot;Head&quot; then&#13;&#10;&#9;&#13;&#10;&#9;&#9;local humanoid = part.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#9;tagHumanoid(humanoid, creator)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, creator)&#13;&#10;&#9;-- tag does not need to expire iff all explosions lethal&#13;&#10;&#9;&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;local new_tag = creator:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;&#9;&#13;&#10;&#9;end&#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;&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;&#13;&#10;swoosh = script.Parent.Swoosh&#13;&#10;swoosh:play()&#13;&#10;&#13;&#10;d = t + 10.0 - s&#13;&#10;connection = shaft.Touched:connect(blow)&#13;&#10;&#13;&#10;while t &lt; d do&#13;&#10;&#9;fly()&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;-- at max range&#13;&#10;script.Parent.Explosion.PlayOnRemove = false&#13;&#10;swoosh:stop()&#13;&#10;shaft:remove()&#13;&#10;</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Launcher</string>
					<string name="Source">print(&quot;New rocket script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;function fire(target)&#13;&#10;&#9;&#13;&#10;&#9;local head = game.Players.LocalPlayer.Character:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;if head == nil then return end&#13;&#10;&#13;&#10;&#9;local dir = target - head.Position&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#9;print(&quot;DIR X:&quot;, dir.x, &quot;Y:&quot;, dir.y, &quot;z:&quot;, dir.z)&#13;&#10;&#13;&#10;&#9;local missile = bin.Rocket:clone()&#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#13;&#10;&#9;local pos = spawnPos + (dir * 8)&#13;&#10;&#9;&#13;&#10;&#9;--missile.Position = pos&#13;&#10;&#9;missile.CFrame = CFrame.new(pos,  pos + dir)&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;missile.RocketScript.Disabled = false&#13;&#10;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function computeDirection(vec)&#13;&#10;&#9;local lenSquared = vec.magnitude * vec.magnitude&#13;&#10;&#9;local invSqrt = 1 / math.sqrt(lenSquared)&#13;&#10;&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)&#13;&#10;end&#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;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;--local v = cf.lookVector&#13;&#10;&#9;local target = cf.p&#13;&#10;&#13;&#10;&#9;fire(target)&#13;&#10;&#13;&#10;&#9;wait(7)&#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 onSelected(mouse)&#13;&#10;&#9;print(&quot;rocket selected&quot;)&#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;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">Slingshot</string>
				<string name="TextureName">Slingshot</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part">
				<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">194</int>
					<CoordinateFrame name="CFrame">
						<X>0</X>
						<Y>6.4000001</Y>
						<Z>-8</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>
					<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">Pellet</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">
					<Properties>
						<bool name="Disabled">true</bool>
						<string name="Name">PelletScript</string>
						<string name="Source">&#13;&#10;pellet = script.Parent&#13;&#10;damage = 8&#13;&#10;&#13;&#10;function onTouched(hit)&#13;&#10;&#9;humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;if humanoid~=nil then&#13;&#10;&#9;&#9;tagHumanoid(humanoid)&#13;&#10;&#9;&#9;humanoid.Health = humanoid.Health - damage&#13;&#10;&#9;&#9;wait(2)&#13;&#10;&#9;&#9;untagHumanoid(humanoid)&#13;&#10;&#9;else&#13;&#10;&#9;&#9;damage = damage / 2&#13;&#10;&#9;&#9;if damage &lt; 0.1 then&#13;&#10;&#9;&#9;&#9;connection:disconnect()&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid)&#13;&#10;&#9;-- todo: make tag expire&#13;&#10;&#9;local tag = pellet:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if tag ~= nil then&#13;&#10;&#9;&#9;local new_tag = tag:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;&#9;&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#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;&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;connection = pellet.Touched:connect(onTouched)&#13;&#10;&#13;&#10;r = game:service(&quot;RunService&quot;)&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;d = t + 2.0 - s&#13;&#10;while t &lt; d do&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;pellet.Parent = nil</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Slingshot</string>
					<string name="Source">print(&quot;Slingshot script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;VELOCITY = 85 -- constant&#13;&#10;&#13;&#10;function fire(mouse_pos)&#13;&#10;&#13;&#10;&#13;&#10;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rubber band sling shot.wav&quot;&#13;&#10;&#9;&#9;sound.Parent = script.Parent&#13;&#10;&#9;&#9;sound:play()&#13;&#10;&#13;&#10;-- find player&apos;s head pos&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#9;local head = game.Players.LocalPlayer.Character:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;if head == nil then return end&#13;&#10;&#13;&#10;&#9;local dir = mouse_pos - head.Position&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#9;local launch = head.Position + 5 * dir&#13;&#10;&#13;&#10;&#9;local delta = mouse_pos - launch&#13;&#10;&#9;&#13;&#10;&#9;local dy = delta.y&#13;&#10;&#9;&#13;&#10;&#9;local new_delta = Vector3.new(delta.x, 0, delta.z)&#13;&#10;&#9;delta = new_delta&#13;&#10;&#13;&#10;&#9;local dx = delta.magnitude&#13;&#10;&#9;local unit_delta = delta.unit&#13;&#10;&#9;&#13;&#10;&#9;-- acceleration due to gravity in RBX units&#13;&#10;&#9;local g = (-9.81 * 20)&#13;&#10;&#13;&#10;&#9;local theta = computeLaunchAngle( dx, dy, g)&#13;&#10;&#13;&#10;&#9;local vy = math.sin(theta)&#13;&#10;&#9;local xz = math.cos(theta)&#13;&#10;&#9;local vx = unit_delta.x * xz&#13;&#10;&#9;local vz = unit_delta.z * xz&#13;&#10;&#9;&#13;&#10;&#13;&#10;&#9;local missile = script.Parent.Pellet:clone()&#13;&#10;        &#13;&#10;&#13;&#10;&#9;&#9;&#13;&#10;&#13;&#10;&#9;missile.Position = launch&#13;&#10;&#9;missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY&#13;&#10;&#13;&#10;&#9;print(&quot;Pos X:&quot;, launch.x, &quot;Y:&quot;, launch.y, &quot;Z:&quot;, launch.z)&#13;&#10;&#9;print(&quot;Vel X:&quot;, vx, &quot;Y:&quot;, vy, &quot;Z:&quot;, vz)&#13;&#10;&#13;&#10;&#9;missile.PelletScript.Disabled = false&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;&#13;&#10;function computeLaunchAngle(dx,dy,grav)&#13;&#10;&#9;-- arcane&#13;&#10;&#9;-- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile&#13;&#10;&#9;&#13;&#10;&#9;local g = math.abs(grav)&#13;&#10;&#9;local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY)))&#13;&#10;&#9;if inRoot &lt;= 0 then&#13;&#10;&#9;&#9;return .25 * math.pi&#13;&#10;&#9;end&#13;&#10;&#9;local root = math.sqrt(inRoot)&#13;&#10;&#9;local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx)&#13;&#10;&#13;&#10;&#9;local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx)&#13;&#10;&#9;local answer1 = math.atan(inATan1)&#13;&#10;&#9;local answer2 = math.atan(inATan2)&#13;&#10;&#9;if answer1 &lt; answer2 then return answer1 end&#13;&#10;&#9;return answer2&#13;&#10;end&#13;&#10;&#13;&#10;function computeDirection(vec)&#13;&#10;&#9;local lenSquared = vec.magnitude * vec.magnitude&#13;&#10;&#9;local invSqrt = 1 / math.sqrt(lenSquared)&#13;&#10;&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)&#13;&#10;end&#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;-- find the best cf&#13;&#10;&#9;--local cf = mouse.Hit&#13;&#10;&#9;--local v = cf.lookVector&#13;&#10;&#13;&#10;&#9;local pos = mouse.Hit.p&#13;&#10;&#13;&#10;&#9;fire(pos)&#13;&#10;&#13;&#10;&#9;wait(.2)&#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 onSelected(mouse)&#13;&#10;&#9;print(&quot;slingshot selected&quot;)&#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;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">Multirocket</string>
				<string name="TextureName">Multirocket</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Launcher</string>
					<string name="Source">print(&quot;New rocket script loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;&#13;&#10;function fire(target)&#13;&#10;&#9;&#13;&#10;&#9;local head = game.Players.LocalPlayer.Character:findFirstChild(&quot;Head&quot;)&#13;&#10;&#9;if head == nil then return end&#13;&#10;&#13;&#10;&#9;local dir = target - head.Position&#13;&#10;&#9;dir = computeDirection(dir)&#13;&#10;&#13;&#10;&#9;print(&quot;DIR X:&quot;, dir.x, &quot;Y:&quot;, dir.y, &quot;z:&quot;, dir.z)&#13;&#10;&#13;&#10;&#9;local missile = bin.Rocket:clone()&#13;&#10;&#13;&#10;&#9;local spawnPos = game.Players.LocalPlayer.Character.PrimaryPart.Position&#13;&#10;&#13;&#10;&#9;local pos = spawnPos + (dir * 8)&#13;&#10;&#9;&#13;&#10;&#9;--missile.Position = pos&#13;&#10;&#9;missile.CFrame = CFrame.new(pos,  pos + dir)&#13;&#10;&#13;&#10;&#9;local creator_tag = Instance.new(&quot;ObjectValue&quot;)&#13;&#10;&#9;creator_tag.Value = game.Players.LocalPlayer&#13;&#10;&#9;creator_tag.Name = &quot;creator&quot;&#13;&#10;&#9;creator_tag.Parent = missile&#13;&#10;&#9;&#13;&#10;&#9;missile.RocketScript.Disabled = false&#13;&#10;&#13;&#10;&#9;missile.Parent = game.Workspace&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function computeDirection(vec)&#13;&#10;&#9;local lenSquared = vec.magnitude * vec.magnitude&#13;&#10;&#9;local invSqrt = 1 / math.sqrt(lenSquared)&#13;&#10;&#9;return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)&#13;&#10;end&#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;-- find the best cf&#13;&#10;&#9;local cf = mouse.Hit&#13;&#10;&#9;--local v = cf.lookVector&#13;&#10;&#9;local target = cf.p&#13;&#10;&#13;&#10;&#9;fire(target)&#13;&#10;&#13;&#10;&#9;wait(1)&#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 onSelected(mouse)&#13;&#10;&#9;print(&quot;rocket selected&quot;)&#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;bin.Selected:connect(onSelected)&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">3</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">3</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">21</int>
					<CoordinateFrame name="CFrame">
						<X>-0.5</X>
						<Y>0.5</Y>
						<Z>0</Z>
						<R00>3.42285418e-008</R00>
						<R01>0.99999994</R01>
						<R02>0</R02>
						<R10>0.99999994</R10>
						<R11>3.42285418e-008</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>0</R21>
						<R22>-0.99999994</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">3</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">3</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">true</bool>
					<string name="Name">Rocket</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">3</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>1</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Swoosh</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds\Rocket whoosh 01.wav</url></Content>
						<float name="Volume">0.699999988</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Explosion</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">true</bool>
						<Content name="SoundId"><url>rbxasset://sounds\collide.wav</url></Content>
						<float name="Volume">1</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Script">
					<Properties>
						<bool name="Disabled">true</bool>
						<string name="Name">RocketScript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)&#13;&#10;&#13;&#10;shaft = script.Parent&#13;&#10;position = shaft.Position&#13;&#10;&#13;&#10;function fly()&#13;&#10;&#9;direction = shaft.CFrame.lookVector &#13;&#10;&#9;position = position + direction&#13;&#10;&#9;error = position - shaft.Position&#13;&#10;&#9;shaft.Velocity = 7*error&#13;&#10;end&#13;&#10;&#13;&#10;function blow()&#13;&#10;&#9;swoosh:stop()&#13;&#10;&#9;explosion = Instance.new(&quot;Explosion&quot;)&#13;&#10;&#9;explosion.Position = shaft.Position&#13;&#10;&#13;&#10;&#13;&#10;&#9;-- find instigator tag&#13;&#10;&#9;local creator = script.Parent:findFirstChild(&quot;creator&quot;)&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;explosion.Hit:connect(function(part, distance)  onPlayerBlownUp(part, distance, creator) end)&#13;&#10;&#9;end&#13;&#10;&#13;&#10;&#9;explosion.Parent = game.Workspace&#13;&#10;&#9;connection:disconnect()&#13;&#10;&#9;wait(.1)&#13;&#10;&#9;shaft:remove()&#13;&#10;end&#13;&#10;&#13;&#10;function onPlayerBlownUp(part, distance, creator)&#13;&#10;&#9;&#13;&#10;&#9;if part.Name == &quot;Head&quot; then&#13;&#10;&#9;&#13;&#10;&#9;&#9;local humanoid = part.Parent:findFirstChild(&quot;Humanoid&quot;)&#13;&#10;&#9;&#9;tagHumanoid(humanoid, creator)&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function tagHumanoid(humanoid, creator)&#13;&#10;&#9;-- tag does not need to expire iff all explosions lethal&#13;&#10;&#9;&#13;&#10;&#9;if creator ~= nil then&#13;&#10;&#9;&#9;local new_tag = creator:clone()&#13;&#10;&#9;&#9;new_tag.Parent = humanoid&#13;&#10;&#9;&#9;&#13;&#10;&#9;end&#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;&#13;&#10;&#9;&#9;&#9;tag.Parent = nil&#13;&#10;&#9;&#9;end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;t, s = r.Stepped:wait()&#13;&#10;&#13;&#10;swoosh = script.Parent.Swoosh&#13;&#10;swoosh:play()&#13;&#10;&#13;&#10;d = t + 10.0 - s&#13;&#10;connection = shaft.Touched:connect(blow)&#13;&#10;&#13;&#10;while t &lt; d do&#13;&#10;&#9;fly()&#13;&#10;&#9;t = r.Stepped:wait()&#13;&#10;end&#13;&#10;&#13;&#10;-- at max range&#13;&#10;script.Parent.Explosion.PlayOnRemove = false&#13;&#10;swoosh:stop()&#13;&#10;shaft:remove()&#13;&#10;</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="HopperBin">
			<Properties>
				<string name="Command">ScriptHopper</string>
				<string name="Name">JetBoots</string>
				<string name="TextureName">Rocketboots</string>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script">
				<Properties>
					<bool name="Disabled">false</bool>
					<string name="Name">Jetboots</string>
					<string name="Source">print(&quot;Jet Boots loaded&quot;)&#13;&#10;&#13;&#10;bin = script.Parent&#13;&#10;&#13;&#10;walking = false&#13;&#10;reloadtime = 0&#13;&#10;&#13;&#10;local thrust = Instance.new(&quot;BodyVelocity&quot;)&#13;&#10;local velocity = 0&#13;&#10;local max_velocity = 30&#13;&#10;local flight_time = 9&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;function onStart()&#13;&#10;&#9;print(&quot;start walking&quot;)&#13;&#10;&#9;walking = true&#13;&#10;&#9;reloadtime = 8.0&#13;&#10;&#9;&#13;&#10;&#9;thrust.Parent = game.Players.LocalPlayer.Character.PrimaryPart&#13;&#10;&#9;&#13;&#10;&#9;thrust.velocity = Vector3.new(0,velocity,0)&#13;&#10;&#9;thrust.maxForce = Vector3.new(0,4e+003,0) &#13;&#10;&#9;&#13;&#10;&#9;local sound = game.Players.LocalPlayer.Character.PrimaryPart:findFirstChild(&quot;JetbootSound&quot;)&#13;&#10;&#9;if sound == nil then &#13;&#10;&#9;&#9;sound = Instance.new(&quot;Sound&quot;)&#13;&#10;&#9;&#9;sound.Name = &quot;JetbootSound&quot;&#13;&#10;&#9;&#9;sound.SoundId = &quot;rbxasset://sounds\\Rocket whoosh 01.wav&quot;&#13;&#10;&#9;&#9;sound.Looped = true&#13;&#10;&#9;&#9;sound.Parent = game.Players.LocalPlayer.Character.PrimaryPart&#13;&#10;&#9;end&#13;&#10;&#9;sound:play()&#13;&#10;&#13;&#10;end&#13;&#10;&#13;&#10;function onEnd()&#13;&#10;&#9;print(&quot;stop walking&quot;)&#13;&#10;&#9;walking = false&#13;&#10;&#9;thrust.Parent = nil&#13;&#10;&#9;local sound = game.Players.LocalPlayer.Character.PrimaryPart:findFirstChild(&quot;JetbootSound&quot;)&#13;&#10;&#9;if sound ~= nil then sound:stop() end&#13;&#10;&#9;wait(reloadtime)&#13;&#10;&#9;reloadtime = 0&#13;&#10;end&#13;&#10;&#13;&#10;function onButton1Down(mouse)&#13;&#10;&#9;if reloadtime &gt; 0 then return end&#13;&#10;&#9;if walking == true then return end&#13;&#10;&#9;&#13;&#10;&#9;onStart()&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;&#13;&#10;&#13;&#10;&#9;local time = 0&#13;&#10;&#9;while walking == true do&#13;&#10;&#9;&#9;--onWalk()&#13;&#10;&#9;&#9;wait(.2)&#13;&#10;&#9;&#9;time = time + .2&#13;&#10;&#9;&#9;velocity = (max_velocity  * (time / flight_time)) + 3 &#13;&#10;&#9;&#9;thrust.velocity = Vector3.new(0,velocity,0)&#13;&#10;&#13;&#10;&#9;&#9;if time &gt; flight_time then onButton1Up(mouse) end&#13;&#10;&#9;end&#13;&#10;end&#13;&#10;&#13;&#10;function onButton1Up(mouse)&#13;&#10;&#9;onEnd()&#13;&#10;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;end&#13;&#10;&#13;&#10;function onSelected(mouse)&#13;&#10;&#9;print(&quot;ghostwalker selected&quot;)&#13;&#10;&#9;if reloadtime &gt; 0 then&#13;&#10;&#9;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowFarCursor.png&quot;&#13;&#10;&#9;else&#13;&#10;&#9;&#9;mouse.Icon = &quot;rbxasset://textures\\ArrowCursor.png&quot;&#13;&#10;&#9;end&#13;&#10;&#9;mouse.Button1Down:connect(function() onButton1Down(mouse) end)&#13;&#10;&#9;mouse.Button1Up:connect(function() onButton1Up(mouse) end)&#13;&#10;end&#13;&#10;&#13;&#10;bin.Selected:connect(onSelected)&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;&#13;&#10;</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<External>RBX240</External>
	<Item class="ControllerService">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Lighting">
		<Properties>
			<Color3 name="BottomAmbientV9">4284113616</Color3>
			<Color3 name="ClearColor">4278190080</Color3>
			<string name="Name">Lighting</string>
			<Color3 name="SpotLightV9">4294967142</Color3>
			<Color3 name="TopAmbientV9">4291032831</Color3>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX241</External>
	<External>RBX242</External>
	<External>RBX243</External>
	<External>RBX244</External>
</roblox>