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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX24">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX26">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX27">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX28">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX36">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
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				<Item class="Sound" referent="RBX39">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
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				<Item class="Sound" referent="RBX42">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<string name="Name">Sound</string>
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						<bool name="Looped">false</bool>
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						<bool name="Looped">false</bool>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="Looped">false</bool>
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						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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				<Item class="Sound" referent="RBX70">
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
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							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX160">
					<Properties>
						<CoordinateFrame name="C0">
							<X>2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">0.0811257511</float>
						<float name="DesiredAngle">0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX161">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>200.418961</X>
						<Y>3.9033134</Y>
						<Z>9.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>0.996711195</R02>
						<R10>0</R10>
						<R11>0.996711195</R11>
						<R12>-0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX162">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>200.581039</X>
						<Y>3.9033134</Y>
						<Z>8.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX163">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX164">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Health</string>
					<string name="Source">function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
-- regeneration

while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health &gt; 0 and health &lt; Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 &lt; Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX165">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">24</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">24</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">194</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX166">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX167">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>200.540512</X>
						<Y>5.90165567</Y>
						<Z>7.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Weld" referent="RBX168">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX169">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX170">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX171">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>200.540527</X>
						<Y>5.90165901</Y>
						<Z>10.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX172">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--[[

				ROBOTS v1

	User Manual

---------------------------------------------------------------------
Before you start:
1. If you want to let the robot use weapons then get the Robot Weapon Hub from the toolbox.
2. Look at the list of names in commander. Change these names to change who can command
	your robot. Delete &quot;Commander&quot; if you want everyone to be able to control it.
3. Delete the robot spawn pad if you dont want the robot to come back when dead.


The robot is only half done, I was going to add the ability to fire rockets, patrol set points, kill
one team only and so on. I got fed up of making stuff for it, and Im only releasing it now as
so many people have patiently been waiting for it. Its likely Ill update it in the future.


HOW TO USE IT:
It listens to what you type (if you are one of the people it is listening to)
Change the name of the robot to whatever you want, and it will do what you say when you say its name.

Commands:

{Robot Name} dance
			go home
			run
			climb
			jump
			zombie
			disco
			float
			punch
			kick
			fly
			
			heal
			defend

			stop
			
			follow {Player Name}
			follow all
			kill  {Player Name}
			kill all
			
			
			equip	sword
					rocket
					slingshot
					pbg
					superball
					trowel
					bomb
			
			unequip






e.g.:
Yellow kill miked



Also you can type it however you like, just include the keywords:
e.g.:
Yellow my best friend in the world, can you do me a favour and kill that miked guy?



Its not case sensitive too:
e.g.:
YelLOW KiLl MiKeD




Also if you have lots of robots do this to get al their attention:

Everyone kill miked














--]]


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX173">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">SwordCarrier</string>
					<string name="Source">possibleAnims = { &quot;Lunge&quot;, &quot;Slash&quot;, &quot;Slash&quot; }

------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild(&quot;Torso&quot;)~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt; 5 then
					local anim = Instance.new(&quot;StringValue&quot;)
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = &quot;toolanim&quot;
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX174">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health
	end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX175">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<string name="Source">-- Now with exciting TeamColors HACK!

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end


----------------------------- TEAM COLORS


----------------------------- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

-- functions

function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
	print(&quot;Seated&quot;)
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print(&quot;Move Sit&quot;)
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end


	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)

-- main program

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX176">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
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-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX177">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">KO</string>
					<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 
function PwntX_X() 
local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			if Leaderstats ~= nil then 
Leaderstats.KOs.Value = Leaderstats.KOs.Value + 1 
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Tool" referent="RBX178">
				<Properties>
					<int name="ActivationState">0</int>
					<int name="BackendToolState">5</int>
					<bool name="Enabled">true</bool>
					<CoordinateFrame name="Grip">
						<X>0</X>
						<Y>0</Y>
						<Z>-1.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<string name="Name">LinkedSword</string>
					<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX179">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Swordscript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX180">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>199.12648</X>
							<Y>7.28338909</Y>
							<Z>7.5</Z>
							<R00>-0.0810367912</R00>
							<R01>0</R01>
							<R02>-0.996711135</R02>
							<R10>0.996711135</R10>
							<R11>0</R11>
							<R12>-0.0810367912</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Handle</string>
						<float name="Reflectance">0.400000006</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.800000012</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX181">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX182">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX183">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>200</X>
					<Y>1</Y>
					<Z>9</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>-1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">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">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX184">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX185">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">false</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">Noob</string>
				<Ref name="PrimaryPart">RBX186</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX186">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-201.5</X>
						<Y>7.4000001</Y>
						<Z>9</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX187">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX188">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">face</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><hash>b0c3fd281c77535b29d7d191d47d580e</hash></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX189">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX190">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX191">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX192">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX193">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX194">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX195">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX196">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX197">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX198">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX199">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX200">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX201">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX202">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX203">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX204">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX205">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX206">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX207">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX208">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX209">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX210">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX211">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX212">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX213">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX214">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX215">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX216">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX217">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX218">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX219">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX220">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX322">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX323">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX324">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX325">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX326">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX327">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX328">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX329">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX330">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX331">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX332">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX333">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>-201.5</X>
						<Y>5.9000001</Y>
						<Z>9</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Motor" referent="RBX334">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Snap" referent="RBX335">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX336">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX337">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX338">
					<Properties>
						<CoordinateFrame name="C0">
							<X>2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">0.0811257511</float>
						<float name="DesiredAngle">0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX339">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-201.418961</X>
						<Y>3.90331459</Y>
						<Z>8.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>-0.996711195</R02>
						<R10>0</R10>
						<R11>0.996711195</R11>
						<R12>-0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX340">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-201.581039</X>
						<Y>3.90331459</Y>
						<Z>9.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX341">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX342">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Health</string>
					<string name="Source">function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
-- regeneration

while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health &gt; 0 and health &lt; Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 &lt; Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX343">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">24</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">24</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">194</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX344">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX345">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-201.540512</X>
						<Y>5.90165663</Y>
						<Z>10.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Weld" referent="RBX346">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX347">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX348">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX349">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX350">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-201.540527</X>
						<Y>5.90165997</Y>
						<Z>7.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX351">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--[[

				ROBOTS v1

	User Manual

---------------------------------------------------------------------
Before you start:
1. If you want to let the robot use weapons then get the Robot Weapon Hub from the toolbox.
2. Look at the list of names in commander. Change these names to change who can command
	your robot. Delete &quot;Commander&quot; if you want everyone to be able to control it.
3. Delete the robot spawn pad if you dont want the robot to come back when dead.


The robot is only half done, I was going to add the ability to fire rockets, patrol set points, kill
one team only and so on. I got fed up of making stuff for it, and Im only releasing it now as
so many people have patiently been waiting for it. Its likely Ill update it in the future.


HOW TO USE IT:
It listens to what you type (if you are one of the people it is listening to)
Change the name of the robot to whatever you want, and it will do what you say when you say its name.

Commands:

{Robot Name} dance
			go home
			run
			climb
			jump
			zombie
			disco
			float
			punch
			kick
			fly
			
			heal
			defend

			stop
			
			follow {Player Name}
			follow all
			kill  {Player Name}
			kill all
			
			
			equip	sword
					rocket
					slingshot
					pbg
					superball
					trowel
					bomb
			
			unequip






e.g.:
Yellow kill miked



Also you can type it however you like, just include the keywords:
e.g.:
Yellow my best friend in the world, can you do me a favour and kill that miked guy?



Its not case sensitive too:
e.g.:
YelLOW KiLl MiKeD




Also if you have lots of robots do this to get al their attention:

Everyone kill miked














--]]


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX352">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">SwordCarrier</string>
					<string name="Source">possibleAnims = { &quot;Lunge&quot;, &quot;Slash&quot;, &quot;Slash&quot; }

------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild(&quot;Torso&quot;)~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt; 5 then
					local anim = Instance.new(&quot;StringValue&quot;)
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = &quot;toolanim&quot;
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX353">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health
	end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX354">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<string name="Source">-- Now with exciting TeamColors HACK!

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end


----------------------------- TEAM COLORS


----------------------------- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

-- functions

function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
	print(&quot;Seated&quot;)
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print(&quot;Move Sit&quot;)
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end


	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)

-- main program

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX355">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX356">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">KO</string>
					<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 
function PwntX_X() 
local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			if Leaderstats ~= nil then 
Leaderstats.KOs.Value = Leaderstats.KOs.Value + 1 
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Tool" referent="RBX357">
				<Properties>
					<int name="ActivationState">0</int>
					<int name="BackendToolState">5</int>
					<bool name="Enabled">true</bool>
					<CoordinateFrame name="Grip">
						<X>0</X>
						<Y>0</Y>
						<Z>-1.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<string name="Name">LinkedSword</string>
					<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX358">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Swordscript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX359">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>-200.12648</X>
							<Y>7.28339005</Y>
							<Z>10.5</Z>
							<R00>0.0810367912</R00>
							<R01>0</R01>
							<R02>0.996711135</R02>
							<R10>0.996711135</R10>
							<R11>0</R11>
							<R12>-0.0810367912</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Handle</string>
						<float name="Reflectance">0.400000006</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.800000012</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX360">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX361">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX362">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-200</X>
					<Y>1</Y>
					<Z>9</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>-1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">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">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX363">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Part" referent="RBX364">
			<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">27</int>
				<CoordinateFrame name="CFrame">
					<X>229.5</X>
					<Y>18.3999996</Y>
					<Z>-0.5</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">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>53</X>
					<Y>36</Y>
					<Z>511</Z>
				</Vector3>
			</Properties>
		</Item>
		<Item class="Part" referent="RBX365">
			<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">27</int>
				<CoordinateFrame name="CFrame">
					<X>-26.5</X>
					<Y>18.3999996</Y>
					<Z>229.5</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>-1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">0</token>
				<token name="FrontSurfaceInput">0</token>
				<float name="LeftParamA">-0.5</float>
				<float name="LeftParamB">0.5</float>
				<token name="LeftSurface">0</token>
				<token name="LeftSurfaceInput">0</token>
				<bool name="Locked">true</bool>
				<string name="Name">Smooth Block Model</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">0</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">3</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
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					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX525">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>200.581039</X>
						<Y>3.90343142</Y>
						<Z>-200.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX526">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX527">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Health</string>
					<string name="Source">function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
-- regeneration

while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health &gt; 0 and health &lt; Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 &lt; Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX528">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">24</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">24</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">194</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX529">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX530">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>200.540512</X>
						<Y>5.90176535</Y>
						<Z>-201.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Weld" referent="RBX531">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX532">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX533">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX534">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX535">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX536">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>200.540527</X>
						<Y>5.90175056</Y>
						<Z>-198.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX537">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--[[

				ROBOTS v1

	User Manual

---------------------------------------------------------------------
Before you start:
1. If you want to let the robot use weapons then get the Robot Weapon Hub from the toolbox.
2. Look at the list of names in commander. Change these names to change who can command
	your robot. Delete &quot;Commander&quot; if you want everyone to be able to control it.
3. Delete the robot spawn pad if you dont want the robot to come back when dead.


The robot is only half done, I was going to add the ability to fire rockets, patrol set points, kill
one team only and so on. I got fed up of making stuff for it, and Im only releasing it now as
so many people have patiently been waiting for it. Its likely Ill update it in the future.


HOW TO USE IT:
It listens to what you type (if you are one of the people it is listening to)
Change the name of the robot to whatever you want, and it will do what you say when you say its name.

Commands:

{Robot Name} dance
			go home
			run
			climb
			jump
			zombie
			disco
			float
			punch
			kick
			fly
			
			heal
			defend

			stop
			
			follow {Player Name}
			follow all
			kill  {Player Name}
			kill all
			
			
			equip	sword
					rocket
					slingshot
					pbg
					superball
					trowel
					bomb
			
			unequip






e.g.:
Yellow kill miked



Also you can type it however you like, just include the keywords:
e.g.:
Yellow my best friend in the world, can you do me a favour and kill that miked guy?



Its not case sensitive too:
e.g.:
YelLOW KiLl MiKeD




Also if you have lots of robots do this to get al their attention:

Everyone kill miked














--]]


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX538">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">SwordCarrier</string>
					<string name="Source">possibleAnims = { &quot;Lunge&quot;, &quot;Slash&quot;, &quot;Slash&quot; }

------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild(&quot;Torso&quot;)~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt; 5 then
					local anim = Instance.new(&quot;StringValue&quot;)
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = &quot;toolanim&quot;
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX539">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health
	end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX540">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<string name="Source">-- Now with exciting TeamColors HACK!

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end


----------------------------- TEAM COLORS


----------------------------- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

-- functions

function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
	print(&quot;Seated&quot;)
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print(&quot;Move Sit&quot;)
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end


	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)

-- main program

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX541">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX542">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">KO</string>
					<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 
function PwntX_X() 
local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			if Leaderstats ~= nil then 
Leaderstats.KOs.Value = Leaderstats.KOs.Value + 1 
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Tool" referent="RBX543">
				<Properties>
					<int name="ActivationState">0</int>
					<int name="BackendToolState">5</int>
					<bool name="Enabled">true</bool>
					<CoordinateFrame name="Grip">
						<X>0</X>
						<Y>0</Y>
						<Z>-1.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<string name="Name">LinkedSword</string>
					<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX544">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Swordscript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX545">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>199.12648</X>
							<Y>7.28349876</Y>
							<Z>-201.5</Z>
							<R00>-0.0810367912</R00>
							<R01>0</R01>
							<R02>-0.996711135</R02>
							<R10>0.996711135</R10>
							<R11>0</R11>
							<R12>-0.0810367912</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Handle</string>
						<float name="Reflectance">0.400000006</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.800000012</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX546">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX547">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX548">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>200</X>
					<Y>1</Y>
					<Z>200</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>-1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">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>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<string name="Name">Sound</string>
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						<bool name="Looped">false</bool>
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						<string name="Name">Sound</string>
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						<bool name="Looped">false</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX692">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX693">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX694">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX695">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX696">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX697">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX698">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">194</int>
					<CoordinateFrame name="CFrame">
						<X>200.5</X>
						<Y>5.89999914</Y>
						<Z>200</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">0</float>
					<float name="LeftParamB">0</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Torso</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">0</float>
					<float name="RightParamB">0</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Motor" referent="RBX699">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Snap" referent="RBX700">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX701">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX702">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX703">
					<Properties>
						<CoordinateFrame name="C0">
							<X>2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">0.0811257511</float>
						<float name="DesiredAngle">0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX704">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>200.418961</X>
						<Y>3.90370703</Y>
						<Z>200.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>0.996711195</R02>
						<R10>0</R10>
						<R11>0.996711195</R11>
						<R12>-0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX705">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>200.581039</X>
						<Y>3.90370703</Y>
						<Z>199.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX706">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX707">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Health</string>
					<string name="Source">function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
-- regeneration

while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health &gt; 0 and health &lt; Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 &lt; Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX708">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">24</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">24</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">194</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX709">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX710">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>200.540512</X>
						<Y>5.90204144</Y>
						<Z>198.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Weld" referent="RBX711">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX712">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX713">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX714">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX715">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX716">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX717">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>200.540527</X>
						<Y>5.90202713</Y>
						<Z>201.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>-1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX718">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--[[

				ROBOTS v1

	User Manual

---------------------------------------------------------------------
Before you start:
1. If you want to let the robot use weapons then get the Robot Weapon Hub from the toolbox.
2. Look at the list of names in commander. Change these names to change who can command
	your robot. Delete &quot;Commander&quot; if you want everyone to be able to control it.
3. Delete the robot spawn pad if you dont want the robot to come back when dead.


The robot is only half done, I was going to add the ability to fire rockets, patrol set points, kill
one team only and so on. I got fed up of making stuff for it, and Im only releasing it now as
so many people have patiently been waiting for it. Its likely Ill update it in the future.


HOW TO USE IT:
It listens to what you type (if you are one of the people it is listening to)
Change the name of the robot to whatever you want, and it will do what you say when you say its name.

Commands:

{Robot Name} dance
			go home
			run
			climb
			jump
			zombie
			disco
			float
			punch
			kick
			fly
			
			heal
			defend

			stop
			
			follow {Player Name}
			follow all
			kill  {Player Name}
			kill all
			
			
			equip	sword
					rocket
					slingshot
					pbg
					superball
					trowel
					bomb
			
			unequip






e.g.:
Yellow kill miked



Also you can type it however you like, just include the keywords:
e.g.:
Yellow my best friend in the world, can you do me a favour and kill that miked guy?



Its not case sensitive too:
e.g.:
YelLOW KiLl MiKeD




Also if you have lots of robots do this to get al their attention:

Everyone kill miked














--]]


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX719">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">SwordCarrier</string>
					<string name="Source">possibleAnims = { &quot;Lunge&quot;, &quot;Slash&quot;, &quot;Slash&quot; }

------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild(&quot;Torso&quot;)~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt; 5 then
					local anim = Instance.new(&quot;StringValue&quot;)
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = &quot;toolanim&quot;
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX720">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health
	end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX721">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<string name="Source">-- Now with exciting TeamColors HACK!

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end


----------------------------- TEAM COLORS


----------------------------- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

-- functions

function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
	print(&quot;Seated&quot;)
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print(&quot;Move Sit&quot;)
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end


	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)

-- main program

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX722">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX723">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">KO</string>
					<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 
function PwntX_X() 
local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			if Leaderstats ~= nil then 
Leaderstats.KOs.Value = Leaderstats.KOs.Value + 1 
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Tool" referent="RBX724">
				<Properties>
					<int name="ActivationState">0</int>
					<int name="BackendToolState">5</int>
					<bool name="Enabled">true</bool>
					<CoordinateFrame name="Grip">
						<X>0</X>
						<Y>0</Y>
						<Z>-1.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<string name="Name">LinkedSword</string>
					<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX725">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Swordscript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX726">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>199.12648</X>
							<Y>7.28377438</Y>
							<Z>198.5</Z>
							<R00>-0.0810367912</R00>
							<R01>0</R01>
							<R02>-0.996711135</R02>
							<R10>0.996711135</R10>
							<R11>0</R11>
							<R12>-0.0810367912</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Handle</string>
						<float name="Reflectance">0.400000006</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.800000012</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX727">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX728">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX729">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-200</X>
					<Y>1</Y>
					<Z>200</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>-1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">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">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX730">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX731">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">false</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">Noob</string>
				<Ref name="PrimaryPart">RBX732</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX732">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-200.5</X>
						<Y>7.39999914</Y>
						<Z>200</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX733">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX734">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">face</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><hash>b0c3fd281c77535b29d7d191d47d580e</hash></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX735">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="PlayOnRemove">false</bool>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
				</Item>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<string name="Name">Sound</string>
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						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
					</Properties>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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						<bool name="archivable">true</bool>
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						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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						<string name="Name">Sound</string>
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						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
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						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
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						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
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						<bool name="archivable">true</bool>
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							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Left Hip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Snap" referent="RBX881">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>-0.5</Y>
							<Z>0</Z>
							<R00>-1</R00>
							<R01>-0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">Neck</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX882">
					<Properties>
						<CoordinateFrame name="C0">
							<X>1</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>1</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.100000001</float>
						<string name="Name">Right Hip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX883">
					<Properties>
						<CoordinateFrame name="C0">
							<X>-2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>-0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>-1</R20>
							<R21>-0</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">-0.0811257511</float>
						<float name="DesiredAngle">-0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Right Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Motor" referent="RBX884">
					<Properties>
						<CoordinateFrame name="C0">
							<X>2</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">0.0811257511</float>
						<float name="DesiredAngle">0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX885">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-200.418961</X>
						<Y>3.90407324</Y>
						<Z>199.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>-0.996711195</R02>
						<R10>0</R10>
						<R11>0.996711195</R11>
						<R12>-0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX886">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-200.581039</X>
						<Y>3.90407324</Y>
						<Z>200.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX887">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX888">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Health</string>
					<string name="Source">function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
-- regeneration

while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health &gt; 0 and health &lt; Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 &lt; Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX889">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">24</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">24</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">194</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX890">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX891">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-200.540512</X>
						<Y>5.90241146</Y>
						<Z>201.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Weld" referent="RBX892">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX893">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX894">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX895">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX896">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX897">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX898">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX899">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-200.540527</X>
						<Y>5.90239716</Y>
						<Z>198.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX900">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--[[

				ROBOTS v1

	User Manual

---------------------------------------------------------------------
Before you start:
1. If you want to let the robot use weapons then get the Robot Weapon Hub from the toolbox.
2. Look at the list of names in commander. Change these names to change who can command
	your robot. Delete &quot;Commander&quot; if you want everyone to be able to control it.
3. Delete the robot spawn pad if you dont want the robot to come back when dead.


The robot is only half done, I was going to add the ability to fire rockets, patrol set points, kill
one team only and so on. I got fed up of making stuff for it, and Im only releasing it now as
so many people have patiently been waiting for it. Its likely Ill update it in the future.


HOW TO USE IT:
It listens to what you type (if you are one of the people it is listening to)
Change the name of the robot to whatever you want, and it will do what you say when you say its name.

Commands:

{Robot Name} dance
			go home
			run
			climb
			jump
			zombie
			disco
			float
			punch
			kick
			fly
			
			heal
			defend

			stop
			
			follow {Player Name}
			follow all
			kill  {Player Name}
			kill all
			
			
			equip	sword
					rocket
					slingshot
					pbg
					superball
					trowel
					bomb
			
			unequip






e.g.:
Yellow kill miked



Also you can type it however you like, just include the keywords:
e.g.:
Yellow my best friend in the world, can you do me a favour and kill that miked guy?



Its not case sensitive too:
e.g.:
YelLOW KiLl MiKeD




Also if you have lots of robots do this to get al their attention:

Everyone kill miked














--]]


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX901">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">SwordCarrier</string>
					<string name="Source">possibleAnims = { &quot;Lunge&quot;, &quot;Slash&quot;, &quot;Slash&quot; }

------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild(&quot;Torso&quot;)~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt; 5 then
					local anim = Instance.new(&quot;StringValue&quot;)
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = &quot;toolanim&quot;
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX902">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health
	end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX903">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<string name="Source">-- Now with exciting TeamColors HACK!

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end


----------------------------- TEAM COLORS


----------------------------- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

-- functions

function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
	print(&quot;Seated&quot;)
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print(&quot;Move Sit&quot;)
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end


	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)

-- main program

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX904">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX905">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">KO</string>
					<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 
function PwntX_X() 
local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			if Leaderstats ~= nil then 
Leaderstats.KOs.Value = Leaderstats.KOs.Value + 1 
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Tool" referent="RBX906">
				<Properties>
					<int name="ActivationState">0</int>
					<int name="BackendToolState">5</int>
					<bool name="Enabled">true</bool>
					<CoordinateFrame name="Grip">
						<X>0</X>
						<Y>0</Y>
						<Z>-1.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<string name="Name">LinkedSword</string>
					<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX907">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Swordscript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX908">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>-199.12648</X>
							<Y>7.2841444</Y>
							<Z>201.5</Z>
							<R00>0.0810367912</R00>
							<R01>0</R01>
							<R02>0.996711135</R02>
							<R10>0.996711135</R10>
							<R11>0</R11>
							<R12>-0.0810367912</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Handle</string>
						<float name="Reflectance">0.400000006</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.800000012</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX909">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX910">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Part" referent="RBX911">
			<Properties>
				<bool name="Anchored">false</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-200</X>
					<Y>1</Y>
					<Z>-200</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>-1</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>1</R20>
					<R21>0</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<float name="Elasticity">0.5</float>
				<token name="FormFactor">1</token>
				<float name="Friction">0.300000012</float>
				<float name="FrontParamA">-0.5</float>
				<float name="FrontParamB">0.5</float>
				<token name="FrontSurface">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">Part</string>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX912">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="Model" referent="RBX913">
			<Properties>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">false</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">Noob</string>
				<Ref name="PrimaryPart">RBX914</Ref>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Part" referent="RBX914">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-200.5</X>
						<Y>7.4000001</Y>
						<Z>-200</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Head</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>2</X>
						<Y>1</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX915">
					<Properties>
						<Content name="MeshId"><null></null></Content>
						<token name="MeshType">0</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1.25</X>
							<Y>1.25</Y>
							<Z>1.25</Z>
						</Vector3>
						<Content name="TextureId"><null></null></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Decal" referent="RBX916">
					<Properties>
						<token name="Face">5</token>
						<string name="Name">face</string>
						<float name="Shiny">20</float>
						<float name="Specular">0</float>
						<Content name="Texture"><hash>b0c3fd281c77535b29d7d191d47d580e</hash></Content>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX917">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX918">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX919">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX920">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">0</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX921">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX922">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX923">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX924">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX925">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX926">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX927">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX928">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX929">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
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						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
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				<Item class="Sound" referent="RBX980">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX981">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX982">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX983">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX984">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX985">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX986">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX987">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX988">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX989">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX990">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX991">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX992">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX993">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX994">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX995">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX996">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX997">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX998">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX999">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1000">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1001">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1002">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1003">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1004">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1005">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1006">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1007">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1008">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1009">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1010">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1011">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1012">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1013">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1014">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1015">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1016">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1017">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1018">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1019">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1020">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1021">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1022">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1023">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1024">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/bfsl-minifigfoots1.mp3</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1025">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/uuhhh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1026">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/splat.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1027">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/swoosh.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1028">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1029">
					<Properties>
						<bool name="Looped">false</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
						<Content name="SoundId"><url>rbxasset://sounds/button.wav</url></Content>
						<float name="Volume">0.5</float>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Sound" referent="RBX1030">
					<Properties>
						<bool name="Looped">true</bool>
						<string name="Name">Sound</string>
						<int name="PlayCount">-1</int>
						<bool name="PlayOnRemove">false</bool>
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						<Content name="SoundId"><url>rbxasset://sounds/hit.wav</url></Content>
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				<Item class="Sound" referent="RBX1055">
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						<CoordinateFrame name="C1">
							<X>0.5</X>
							<Y>0.5</Y>
							<Z>0</Z>
							<R00>-0</R00>
							<R01>-0</R01>
							<R02>-1</R02>
							<R10>0</R10>
							<R11>1</R11>
							<R12>0</R12>
							<R20>1</R20>
							<R21>0</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<float name="CurrentAngle">0.0811257511</float>
						<float name="DesiredAngle">0.0811257511</float>
						<float name="MaxVelocity">0.150000006</float>
						<string name="Name">Left Shoulder</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1067">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-200.418961</X>
						<Y>3.90415335</Y>
						<Z>-200.5</Z>
						<R00>0</R00>
						<R01>-0.0810367912</R01>
						<R02>-0.996711195</R02>
						<R10>0</R10>
						<R11>0.996711195</R11>
						<R12>-0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Left Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1068">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">119</int>
					<CoordinateFrame name="CFrame">
						<X>-200.581039</X>
						<Y>3.90415335</Y>
						<Z>-199.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">false</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Leg</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Humanoid" referent="RBX1069">
				<Properties>
					<float name="Health">100</float>
					<bool name="Jump">false</bool>
					<float name="MaxHealth">100</float>
					<string name="Name">Humanoid</string>
					<bool name="Sit">false</bool>
					<bool name="Strafe">false</bool>
					<Vector3 name="TargetPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<Vector3 name="WalkDirection">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="WalkRotationalVelocity">0</float>
					<Ref name="WalkToPart">null</Ref>
					<Vector3 name="WalkToPoint">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1070">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Health</string>
					<string name="Source">function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

-- declarations

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
-- regeneration

while true do
	local s = wait(4)
	local health = Humanoid.Health
	if health &gt; 0 and health &lt; Humanoid.MaxHealth then
		health = health + 0.08 * s * Humanoid.MaxHealth
		if health * 1.05 &lt; Humanoid.MaxHealth then
			Humanoid.Health = health
		else
			Humanoid.Health = Humanoid.MaxHealth
		end
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="BodyColors" referent="RBX1071">
				<Properties>
					<int name="HeadColor">24</int>
					<int name="LeftArmColor">24</int>
					<int name="LeftLegColor">119</int>
					<string name="Name">Body Colors</string>
					<int name="RightArmColor">24</int>
					<int name="RightLegColor">119</int>
					<int name="TorsoColor">194</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="IntValue" referent="RBX1072">
				<Properties>
					<string name="Name">Mode</string>
					<int name="Value">0</int>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1073">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-200.540512</X>
						<Y>5.90249538</Y>
						<Z>-198.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">0</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Right Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
				<Item class="Weld" referent="RBX1074">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1075">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1076">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1077">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1078">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1079">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1080">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Weld" referent="RBX1081">
					<Properties>
						<CoordinateFrame name="C0">
							<X>0</X>
							<Y>-1</Y>
							<Z>0</Z>
							<R00>1</R00>
							<R01>0</R01>
							<R02>-0</R02>
							<R10>0</R10>
							<R11>0</R11>
							<R12>1</R12>
							<R20>0</R20>
							<R21>-1</R21>
							<R22>-0</R22>
						</CoordinateFrame>
						<CoordinateFrame name="C1">
							<X>0</X>
							<Y>0</Y>
							<Z>-1.5</Z>
							<R00>0</R00>
							<R01>0</R01>
							<R02>1</R02>
							<R10>1</R10>
							<R11>0</R11>
							<R12>0</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<string name="Name">RightGrip</string>
						<Ref name="Part0">null</Ref>
						<Ref name="Part1">null</Ref>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="Part" referent="RBX1082">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">4</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">24</int>
					<CoordinateFrame name="CFrame">
						<X>-200.540527</X>
						<Y>5.90247726</Y>
						<Z>-201.5</Z>
						<R00>0</R00>
						<R01>0.0810367912</R01>
						<R02>-0.996711135</R02>
						<R10>0</R10>
						<R11>0.996711135</R11>
						<R12>0.0810367912</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">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">Left Arm</string>
					<float name="Reflectance">0</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">3</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>2</Y>
						<Z>1</Z>
					</Vector3>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1083">
				<Properties>
					<bool name="Disabled">true</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">README</string>
					<string name="Source">--[[

				ROBOTS v1

	User Manual

---------------------------------------------------------------------
Before you start:
1. If you want to let the robot use weapons then get the Robot Weapon Hub from the toolbox.
2. Look at the list of names in commander. Change these names to change who can command
	your robot. Delete &quot;Commander&quot; if you want everyone to be able to control it.
3. Delete the robot spawn pad if you dont want the robot to come back when dead.


The robot is only half done, I was going to add the ability to fire rockets, patrol set points, kill
one team only and so on. I got fed up of making stuff for it, and Im only releasing it now as
so many people have patiently been waiting for it. Its likely Ill update it in the future.


HOW TO USE IT:
It listens to what you type (if you are one of the people it is listening to)
Change the name of the robot to whatever you want, and it will do what you say when you say its name.

Commands:

{Robot Name} dance
			go home
			run
			climb
			jump
			zombie
			disco
			float
			punch
			kick
			fly
			
			heal
			defend

			stop
			
			follow {Player Name}
			follow all
			kill  {Player Name}
			kill all
			
			
			equip	sword
					rocket
					slingshot
					pbg
					superball
					trowel
					bomb
			
			unequip






e.g.:
Yellow kill miked



Also you can type it however you like, just include the keywords:
e.g.:
Yellow my best friend in the world, can you do me a favour and kill that miked guy?



Its not case sensitive too:
e.g.:
YelLOW KiLl MiKeD




Also if you have lots of robots do this to get al their attention:

Everyone kill miked














--]]


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1084">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">SwordCarrier</string>
					<string name="Source">possibleAnims = { &quot;Lunge&quot;, &quot;Slash&quot;, &quot;Slash&quot; }

------------------
--SPAWNING--
------------------
-- credit to miked
miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


while true do
	local p = game.Players:GetChildren()
	for i = 1,#p do
		if p[i].Character~=nil then
			if p[i].Character:findFirstChild(&quot;Torso&quot;)~=nil then
				if (p[i].Character.Torso.Position - script.Parent.Torso.Position).magnitude &lt; 5 then
					local anim = Instance.new(&quot;StringValue&quot;)
					anim.Value = possibleAnims[math.random(1, #possibleAnims)]
					anim.Name = &quot;toolanim&quot;
					anim.Parent = script.Parent.LinkedSword
				end
			end
		end
	end
	wait(0.5)
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1085">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Script</string>
					<string name="Source">local larm = script.Parent:FindFirstChild(&quot;Left Arm&quot;)
local rarm = script.Parent:FindFirstChild(&quot;Right Arm&quot;)

function findNearestTorso(pos)
	local list = game.Workspace:children()
	local torso = nil
	local dist = 1000
	local temp = nil
	local human = nil
	local temp2 = nil
	for x = 1, #list do
		temp2 = list[x]
		if (temp2.className == &quot;Model&quot;) and (temp2 ~= script.Parent) then
			temp = temp2:findFirstChild(&quot;Torso&quot;)
			human = temp2:findFirstChild(&quot;Humanoid&quot;)
			if (temp ~= nil) and (human ~= nil) and (human.Health &gt; 0) then
				if (temp.Position - pos).magnitude &lt; dist then
					torso = temp
					dist = (temp.Position - pos).magnitude
				end
			end
		end
	end
	return torso
end

function Hit(hit)
	local human = hit.Parent:FindFirstChild(&quot;Humanoid&quot;)
	if human ~= nil then
		human.Health =  human.Health
	end
end

larm.Touched:connect(Hit)
rarm.Touched:connect(Hit)

while true do
	wait(0.1)
	local target = findNearestTorso(script.Parent.Torso.Position)
	if target ~= nil then
		script.Parent.Humanoid:MoveTo(target.Position, target)
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1086">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Animate</string>
					<string name="Source">-- Now with exciting TeamColors HACK!

function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end


----------------------------- TEAM COLORS


----------------------------- ANIMATION

-- declarations

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false

-- functions

function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
	print(&quot;Seated&quot;)
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	print(&quot;Move Sit&quot;)
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = 3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = 1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end


	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	else
		amplitude = 0.1
		frequency = 1
	end

	desiredAngle = amplitude * math.sin(time*frequency)

	RightShoulder.DesiredAngle = desiredAngle
	LeftShoulder.DesiredAngle = desiredAngle
	RightHip.DesiredAngle = -desiredAngle
	LeftHip.DesiredAngle = -desiredAngle


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events

Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)

-- main program

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1087">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Robot</string>
					<string name="Source">model = script.Parent
backup = model:Clone()
regentime = 1 --5 minutes

------------------
--SPAWNING--
------------------

miked=script.Parent

itlh=miked.Torso:findFirstChild(&quot;Left Hip&quot;)
itlh.Part0=miked.Torso
itlh.Part1=miked:findFirstChild(&quot;Left Leg&quot;)
itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)

itrh=miked.Torso:findFirstChild(&quot;Right Hip&quot;)
itrh.Part0=miked.Torso
itrh.Part1=miked:findFirstChild(&quot;Right Leg&quot;)
itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)

itls=miked.Torso:findFirstChild(&quot;Left Shoulder&quot;)
itls.Part1=miked.Torso
itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
itls.Part0=miked:findFirstChild(&quot;Left Arm&quot;)

itrs=miked.Torso:findFirstChild(&quot;Right Shoulder&quot;)
itrs.Part1=miked.Torso
itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
itrs.Part0=miked:findFirstChild(&quot;Right Arm&quot;)

miked.Head:makeJoints()
------------------
------------------


function waitForChild(parent, childName)
	while true do
		local child = parent:findFirstChild(childName)
		if child then
			return child
		end
		parent.ChildAdded:wait()
	end
end

local Figure = script.Parent
local Torso = waitForChild(Figure, &quot;Torso&quot;)
local RightShoulder = waitForChild(Torso, &quot;Right Shoulder&quot;)
local LeftShoulder = waitForChild(Torso, &quot;Left Shoulder&quot;)
local RightHip = waitForChild(Torso, &quot;Right Hip&quot;)
local LeftHip = waitForChild(Torso, &quot;Left Hip&quot;)
local Neck = waitForChild(Torso, &quot;Neck&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)
local pose = &quot;Standing&quot;

local toolAnim = &quot;None&quot;
local toolAnimTime = 0

local isSeated = false


function onRunning(speed)
	if isSeated then return end

	if speed&gt;0 then
		pose = &quot;Running&quot;
	else
		pose = &quot;Standing&quot;
	end
end

function onDied()
	pose = &quot;Dead&quot;
        wait(regentime)
    wait(1)
    model:remove()
    model = backup:Clone()
    wait(3)
    model.Parent = game.Workspace
    model:MakeJoints()
end

function onJumping()
	isSeated = false
	pose = &quot;Jumping&quot;
end

function onClimbing()
	pose = &quot;Climbing&quot;
end

function onGettingUp()
	pose = &quot;GettingUp&quot;
end

function onFreeFall()
	pose = &quot;FreeFall&quot;
end

function onDancing()
	pose = &quot;Dancing&quot;
end

function onFallingDown()
	pose = &quot;FallingDown&quot;
end

function onSeated()
	isSeated = true
	pose = &quot;Seated&quot;
end



function moveJump()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFreeFall()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1
	LeftShoulder.DesiredAngle = -1
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveFloat()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = -1.57
end

function moveBoogy()
while pose==&quot;Boogy&quot; do
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
	wait(.5)
	RightShoulder.MaxVelocity = 1
	LeftShoulder.MaxVelocity = 1
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = -3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 1.57
end
end

function moveZombie()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 1.57
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function movePunch()
	script.Parent.Torso.Anchored=true
	RightShoulder.MaxVelocity = 60
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -1.57
	LeftShoulder.DesiredAngle = 0
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose=&quot;Standing&quot;

end

function moveKick()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end

function moveFly()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = 0
	LeftShoulder.DesiredAngle = 0
	RightHip.MaxVelocity = 40
	RightHip.DesiredAngle = 1.57
	LeftHip.DesiredAngle = 0
wait(1)
pose=&quot;Standing&quot;

end


function moveClimb()
	RightShoulder.MaxVelocity = 0.5
	LeftShoulder.MaxVelocity = 0.5
	RightShoulder.DesiredAngle = -3.14
	LeftShoulder.DesiredAngle = 3.14
	RightHip.DesiredAngle = 0
	LeftHip.DesiredAngle = 0
end

function moveSit()
	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	RightShoulder.DesiredAngle = -3.14 /2
	LeftShoulder.DesiredAngle = -3.14 /2
	RightHip.DesiredAngle = 3.14 /2
	LeftHip.DesiredAngle = -3.14 /2
end

function getTool()
	
	kidTable = Figure:children()
	if (kidTable ~= nil) then
		numKids = #kidTable
		for i=1,numKids do
			if (kidTable[i].className == &quot;Tool&quot;) then return kidTable[i] end
		end
	end
	
	return nil
end

function getToolAnim(tool)

	c = tool:children()
	for i=1,#c do
		if (c[i].Name == &quot;toolanim&quot; and c[i].className == &quot;StringValue&quot;) then
			return c[i]
		end
	end
	return nil
end

function animateTool()
	
	if (toolAnim == &quot;None&quot;) then
		RightShoulder.DesiredAngle = -1.57
		return
	end

	if (toolAnim == &quot;Slash&quot;) then
		RightShoulder.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = 0
		return
	end

	if (toolAnim == &quot;Lunge&quot;) then
		RightShoulder.MaxVelocity = 0.5
		LeftShoulder.MaxVelocity = 0.5
		RightHip.MaxVelocity = 0.5
		LeftHip.MaxVelocity = 0.5
		RightShoulder.DesiredAngle = -1.57
		LeftShoulder.DesiredAngle = 1.0
		RightHip.DesiredAngle = 1.57
		LeftHip.DesiredAngle = 1.0
		return
	end
end

function move(time)
	local amplitude
	local frequency

	if (pose == &quot;Jumping&quot;) then
		moveJump()
		return
	end

	if (pose == &quot;Zombie&quot;) then
		moveZombie()
		return
	end

	if (pose == &quot;Boogy&quot;) then
		moveBoogy()
		return
	end

	if (pose == &quot;Float&quot;) then
		moveFloat()
		return
	end

	if (pose == &quot;Punch&quot;) then
		movePunch()
		return
	end

	if (pose == &quot;Kick&quot;) then
		moveKick()
		return
	end

	if (pose == &quot;Fly&quot;) then
		moveFly()
		return
	end

	if (pose == &quot;FreeFall&quot;) then
		moveFreeFall()
		return
	end

	if (pose == &quot;Climbing&quot;) then
		moveClimb()
		return
	end

	if (pose == &quot;Seated&quot;) then
		moveSit()
		return
	end

		amplitude = 0.1
		frequency = 1

	RightShoulder.MaxVelocity = 0.15
	LeftShoulder.MaxVelocity = 0.15
	if (pose == &quot;Running&quot;) then
		amplitude = 1
		frequency = 9
	elseif (pose == &quot;Dancing&quot;) then
		amplitude = 2
		frequency = 16
	end


	desiredAngle = amplitude * math.sin(time*frequency)
	if pose~=&quot;Dancing&quot; then
		RightShoulder.DesiredAngle = -desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	else
		RightShoulder.DesiredAngle = desiredAngle
		LeftShoulder.DesiredAngle = desiredAngle
		RightHip.DesiredAngle = -desiredAngle
		LeftHip.DesiredAngle = -desiredAngle
	end
		


	local tool = getTool()

	if tool ~= nil then
	
		animStringValueObject = getToolAnim(tool)

		if animStringValueObject ~= nil then
			toolAnim = animStringValueObject.Value
			-- message recieved, delete StringValue
			animStringValueObject.Parent = nil
			toolAnimTime = time + .3
		end

		if time &gt; toolAnimTime then
			toolAnimTime = 0
			toolAnim = &quot;None&quot;
		end

		animateTool()

		
	else
		toolAnim = &quot;None&quot;
		toolAnimTime = 0
	end
end


-- connect events
-----------------------------------------------------------------------------------------------------------------------

function unequip()
	local items=script.Parent:children()
	for i=1, #items do
		if items[i].className==&quot;Tool&quot; then items[i]:remove() end
	end
end

function onChatted(msg, recipient) 
	msg = string.lower(msg)

	if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, &quot;everyone&quot;) then
		if string.match(msg, &quot;equip&quot;) then 
			if game.Workspace:findFirstChild(&quot;Hub&quot;) then
				if string.match(msg, &quot;rocket&quot;) then unequip()
					game.Workspace.Hub.Rocket:clone().Parent=script.Parent
				elseif string.match(msg, &quot;slingshot&quot;) then unequip()
					game.Workspace.Hub.Slingshot:clone().Parent=script.Parent
				elseif string.match(msg, &quot;sword&quot;) then unequip()
					game.Workspace.Hub.Sword:clone().Parent=script.Parent
				elseif string.match(msg, &quot;pbg&quot;) then unequip()
					game.Workspace.Hub.PBG:clone().Parent=script.Parent
				elseif string.match(msg, &quot;superball&quot;) then unequip()
					game.Workspace.Hub.Superball:clone().Parent=script.Parent
				elseif string.match(msg, &quot;trowel&quot;) then unequip()
					game.Workspace.Hub.Trowel:clone().Parent=script.Parent
				elseif string.match(msg, &quot;bomb&quot;) then unequip()
					game.Workspace.Hub.Bomb:clone().Parent=script.Parent
				end
			end
		end
		if string.match(msg, &quot;unequip&quot;) then unequip() end
		if string.match(msg, &quot;run&quot;) then onRunning(1) end
		if string.match(msg, &quot;climb&quot;) then onClimbing() end
		if string.match(msg, &quot;jump&quot;) then onJumping() end
		if string.match(msg, &quot;zombie&quot;) then pose=&quot;Zombie&quot; end
		if string.match(msg, &quot;disco&quot;) then pose=&quot;Boogy&quot; end
		if string.match(msg, &quot;float&quot;) then pose=&quot;Float&quot; end
		if string.match(msg, &quot;punch&quot;) then pose=&quot;Punch&quot; end
		if string.match(msg, &quot;kick&quot;) then pose=&quot;Kick&quot; end
		if string.match(msg, &quot;fly&quot;) then pose=&quot;Fly&quot; end
		if string.match(msg, &quot;heal&quot;) then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end
		if string.match(msg, &quot;defend&quot;) then defence() end
		if string.match(msg, &quot;stop&quot;) then pose=&quot;Standing&quot;; proxkill=false; following=false; stopmoving() end
		if string.match(msg, &quot;go home&quot;) then following=false; gohome() end
		if string.match(msg, &quot;follow&quot;) then
			if string.match(msg, &quot;all&quot;) then
				followany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						follow(egg[i].Name)
						return
					end
				end
			end
		end
		if string.match(msg, &quot;kill&quot;) then
			if string.match(msg, &quot;all&quot;) then
				attackany()
			else
				local egg=game.Players:children()
				for i=1, #egg do
					if string.match(msg, string.lower(egg[i].Name)) then
						attack(egg[i].Name)
						return
					end
				end
			end
		end

	end
end

if game.Players.NumPlayers&gt;1 then
	x=game.Players:children()
	
	for i=1, #x do
		if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
			if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
				local ch=script.Parent.Commander:children()
				for i=1, #ch do
					if string.lower(ch[i].Name)==string.lower(x[i].Name) then
						x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
					end
				end
			elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then
				x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
			end
		else
			x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
		end
	end
end


function onPlayerEntered(Player) 
	while Player.Name==nil do
		wait(2)
	end
	if script.Parent:findFirstChild(&quot;Commander&quot;)~=nil then
		if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()&gt;0 then
			local ch=script.Parent.Commander:children()
			for i=1, #ch do
				if string.lower(ch[i].Name)==string.lower(Player.Name) then
					Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
				end
			end
		elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then
			Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) 
		end
	else
		Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end)
	end
end

game.Players.ChildAdded:connect(onPlayerEntered) 



-----------------------------------------------------------------------------------------------------------------------
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dist=20

function followany()
following=true
	while following==true do

		local ch=game.Players:children()
		for i=1, #ch do
			local l=game.Workspace:findFirstChild(ch[i].Name)
			if l~=nil then
				local s=l.Torso
				local p=l.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if smallest==nil then
					smallest=d
					target=s
				elseif d&lt;smallest then
					smallest=d
					target=s
				end
			end
		end

		if smallest==nil then stopmoving() return end
		
		if smallest&gt;6*dist then return end
		
		script.Parent.Humanoid:MoveTo(target.Position, target)

		wait(0.5)
		for i=1, 6 do
			if target.Parent.Humanoid.Health&lt;1 then stopmoving() else	wait(0.5) end
		end
	end
end



function gohome()
	script.Parent.Humanoid:MoveTo(Vector3.new(0,0,0), game.Workspace.Bases.Base)
end
function stopmoving()
	script.Parent.Humanoid:MoveTo(script.Parent.Torso.Position, script.Parent.Torso)
end

function follow(name)
	following=true

	local p=game.Workspace:findFirstChild(name)
	if p==nil then return end
	while following==true do	
		script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
		wait(0.5)
		for i=1, 3 do
			if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
			wait(0.5)
		end
	end
end

function attack(name)
	if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	
		following=true
		local p=game.Workspace:findFirstChild(name)
		if p==nil then return end
		while following==true do
			script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso)
			wait(0.5)
			for i=1, 3 do
				if p.Humanoid.Health&lt;1 then following=false; stopmoving() return end
				local l=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((l.x-q.x)^2)+((l.y-q.y)^2)+((l.z-q.z)^2) )
				if d&lt;10 then
					script.Parent.Humanoid:MoveTo(p.Torso.Position, p.Torso); slash()
					if (q.y-l.y)&gt;3 and (q.y-l.y)&lt;7 then
						script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
					end
				end
				wait(1)
			end
		end
	end
end

function attackany()
if script.Parent:findFirstChild(&quot;Sword&quot;)~=nil then	

	following=true
		while following==true do

			local ch=game.Players:children()
			for i=1, #ch do
				local l=game.Workspace:findFirstChild(ch[i].Name)
				if l~=nil then
					local s=l.Torso
					local p=l.Torso.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if smallest==nil then
						smallest=d
						target=s
					elseif d&lt;smallest then
						smallest=d
						target=s
					end
				end
			end

			if smallest==nil then stopmoving() return end
			
			if smallest&gt;6*dist then return end
			
			script.Parent.Humanoid:MoveTo(target.Position, target)

			if smallest&lt;10 then
				slash()
			end
			if target.Parent==nil then stopmoving() return end
			wait(0.5)
			for i=1, 3 do
				if target.Parent.Humanoid.Health&lt;1 then 
					stopmoving() 
				else
					local p=target.Position
					local q=script.Parent.Torso.Position
					local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
					if d&lt;10 then
						script.Parent.Humanoid:MoveTo(target.Position, target); slash()
						if (q.y-p.y)&gt;3 and (q.y-p.y)&lt;7 then
							script.Parent.Humanoid:MoveTo(p.Torso.Position+Vector3.new(math.random(-4,4),0,math.random(-4,4)), p.Torso);
						end
					end
					wait(1)
				end
			end
		end
	end
end


function patrol()
	if points==nil then
		points=0
		if game.Workspace:findFirstChild(&quot;pp1&quot;)~=nil then
		pp1=game.Workspace:findFirstChild(&quot;pp1&quot;)
		local points=points+1
			if game.Workspace:findFirstChild(&quot;pp2&quot;)~=nil then
			pp2=game.Workspace:findFirstChild(&quot;pp2&quot;)
		local points=points+1
				if game.Workspace:findFirstChild(&quot;pp3&quot;)~=nil then
				pp3=game.Workspace:findFirstChild(&quot;pp3&quot;)
		local points=points+1
					if game.Workspace:findFirstChild(&quot;pp4&quot;)~=nil then
					pp4=game.Workspace:findFirstChild(&quot;pp4&quot;)
		local points=points+1
						if game.Workspace:findFirstChild(&quot;pp5&quot;)~=nil then
						pp5=game.Workspace:findFirstChild(&quot;pp5&quot;)
		local points=points+1
							if game.Workspace:findFirstChild(&quot;pp6&quot;)~=nil then
							pp6=game.Workspace:findFirstChild(&quot;pp6&quot;)
		local points=points+1
								if game.Workspace:findFirstChild(&quot;pp7&quot;)~=nil then
								pp7=game.Workspace:findFirstChild(&quot;pp7&quot;)
		local points=points+1
									if game.Workspace:findFirstChild(&quot;pp8&quot;)~=nil then
									pp8=game.Workspace:findFirstChild(&quot;pp8&quot;)
		local points=points+1
										if game.Workspace:findFirstChild(&quot;pp9&quot;)~=nil then
										pp9=game.Workspace:findFirstChild(&quot;pp9&quot;)
		local points=points+1
										end
									end
								end
							end
						end
					end
				end
			end
		end
	end

	if points&lt;1 then return end
	patrolling=true
	local time=2
	if points==1 then return end
	if points&gt;1 then
		while patrolling==true do
			script.Parent.Humanoid:MoveTo(pp1.Position, pp1)
			wait(time)
			script.Parent.Humanoid:MoveTo(pp2.Position, pp2)
			wait(time)
			if points&gt;2 then
				script.Parent.Humanoid:MoveTo(pp3.Position, pp3)
				wait(time)
				if points&gt;3 then
					script.Parent.Humanoid:MoveTo(pp4.Position, pp4)
					wait(time)
					if points&gt;4 then
						script.Parent.Humanoid:MoveTo(pp5.Position, pp5)
						wait(time)
						if points&gt;5 then
							script.Parent.Humanoid:MoveTo(pp6.Position, pp6)
							wait(time)
							if points&gt;6 then
								script.Parent.Humanoid:MoveTo(pp7.Position, pp7)
								wait(time)
								if points&gt;7 then
									script.Parent.Humanoid:MoveTo(pp8.Position, pp8)
									wait(time)
									if points&gt;8 then
										script.Parent.Humanoid:MoveTo(pp9.Position, pp9)
										wait(time)
									end
								end
							end
						end
					end
				end
			end
		end
	end
end


function goto(pos,part)
while true do
end
end


function slash()
	for i=1, 3 do
		wait(.3)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = -2.14
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
		wait(.2)
		RightShoulder.MaxVelocity = 2
		LeftShoulder.MaxVelocity = 1
		RightShoulder.DesiredAngle = 0
		LeftShoulder.DesiredAngle = 0
		RightHip.DesiredAngle = 0
		LeftHip.DesiredAngle = 0
	end
end

function defence()
	proxkill=true
	while proxkill==true do
		local ch=game.Players:children()
		for i=1, #ch do
			local p=game.Workspace:findFirstChild(ch[i].Name)
			if p~=nil then
				local p=p.Torso.Position
				local q=script.Parent.Torso.Position
				local d=math.sqrt( ((p.x-q.x)^2)+((p.y-q.y)^2)+((p.z-q.z)^2) )
				if d&lt;dist and d&gt;8 then
					local ex=Instance.new(&quot;Explosion&quot;)
					ex.Position=p
					ex.Parent=game.Workspace
				end
			end		
		end
		wait(1)
	end
end




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-----------------------------------------------------------------------------------------------------------------------


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(onJumping)
Humanoid.Climbing:connect(onClimbing)
Humanoid.GettingUp:connect(onGettingUp)
Humanoid.FreeFalling:connect(onFreeFall)
Humanoid.FallingDown:connect(onFallingDown)
Humanoid.Seated:connect(onSeated)


--[[

function newSound(id)
	local sound = Instance.new(&quot;Sound&quot;)
	sound.SoundId = id
	sound.Parent = script.Parent.Head
	return sound
end


local sDied = newSound(&quot;rbxasset://sounds/uuhhh.wav&quot;)
local sFallingDown = newSound(&quot;rbxasset://sounds/splat.wav&quot;)
local sFreeFalling = newSound(&quot;rbxasset://sounds/swoosh.wav&quot;)
local sGettingUp = newSound(&quot;rbxasset://sounds/hit.wav&quot;)
local sJumping = newSound(&quot;rbxasset://sounds/button.wav&quot;)
local sRunning = newSound(&quot;rbxasset://sounds/bfsl-minifigfoots1.mp3&quot;)
sRunning.Looped = true

local Figure = script.Parent
local Head = waitForChild(Figure, &quot;Head&quot;)
local Humanoid = waitForChild(Figure, &quot;Humanoid&quot;)


function onDied()
	sDied:play()
end

function onState(state, sound)
	if state then
		sound:play()
	else
		sound:pause()
	end
end

function onRunning(speed)
	if speed&gt;0 then
		sRunning:play()
	else
		sRunning:pause()
	end
end


Humanoid.Died:connect(onDied)
Humanoid.Running:connect(onRunning)
Humanoid.Jumping:connect(function(state) onState(state, sJumping) end)
Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end)
Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end)
Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end)
--]]

local nextTime = 0
local runService = game:service(&quot;RunService&quot;);

while Figure.Parent~=nil do
	time = runService.Stepped:wait()
	if time &gt; nextTime then
		move(time)
		nextTime = time + 0.1
	end
end
</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Script" referent="RBX1088">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">KO</string>
					<string name="Source">local Humanoid = script.Parent.Humanoid -- Or Zombie Or Whatever 
function PwntX_X() 
local tag = Humanoid:findFirstChild(&quot;creator&quot;) 
	if tag ~= nil then 
		if tag.Value ~= nil then 
local Leaderstats = tag.Value:findFirstChild(&quot;leaderstats&quot;) 
			if Leaderstats ~= nil then 
Leaderstats.KOs.Value = Leaderstats.KOs.Value + 1 
wait(0.1)
script:remove()
			end 
		end 
	end 
end 
Humanoid.Died:connect(PwntX_X) </string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Tool" referent="RBX1089">
				<Properties>
					<int name="ActivationState">0</int>
					<int name="BackendToolState">5</int>
					<bool name="Enabled">true</bool>
					<CoordinateFrame name="Grip">
						<X>0</X>
						<Y>0</Y>
						<Z>-1.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>1</R02>
						<R10>1</R10>
						<R11>0</R11>
						<R12>0</R12>
						<R20>0</R20>
						<R21>1</R21>
						<R22>0</R22>
					</CoordinateFrame>
					<string name="Name">LinkedSword</string>
					<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
				<Item class="Script" referent="RBX1090">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Swordscript</string>
						<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
				<Item class="Part" referent="RBX1091">
					<Properties>
						<bool name="Anchored">false</bool>
						<float name="BackParamA">-0.5</float>
						<float name="BackParamB">0.5</float>
						<token name="BackSurface">0</token>
						<token name="BackSurfaceInput">0</token>
						<float name="BottomParamA">-0.5</float>
						<float name="BottomParamB">0.5</float>
						<token name="BottomSurface">0</token>
						<token name="BottomSurfaceInput">0</token>
						<int name="BrickColor">199</int>
						<CoordinateFrame name="CFrame">
							<X>-199.12648</X>
							<Y>7.28422832</Y>
							<Z>-198.5</Z>
							<R00>0.0810367912</R00>
							<R01>0</R01>
							<R02>0.996711135</R02>
							<R10>0.996711135</R10>
							<R11>0</R11>
							<R12>-0.0810367912</R12>
							<R20>0</R20>
							<R21>1</R21>
							<R22>0</R22>
						</CoordinateFrame>
						<bool name="CanCollide">false</bool>
						<token name="Controller">0</token>
						<bool name="ControllerFlagShown">true</bool>
						<bool name="DraggingV1">false</bool>
						<float name="Elasticity">0.5</float>
						<token name="FormFactor">2</token>
						<float name="Friction">0.300000012</float>
						<float name="FrontParamA">-0.5</float>
						<float name="FrontParamB">0.5</float>
						<token name="FrontSurface">0</token>
						<token name="FrontSurfaceInput">0</token>
						<float name="LeftParamA">-0.5</float>
						<float name="LeftParamB">0.5</float>
						<token name="LeftSurface">0</token>
						<token name="LeftSurfaceInput">0</token>
						<bool name="Locked">false</bool>
						<string name="Name">Handle</string>
						<float name="Reflectance">0.400000006</float>
						<float name="RightParamA">-0.5</float>
						<float name="RightParamB">0.5</float>
						<token name="RightSurface">0</token>
						<token name="RightSurfaceInput">0</token>
						<Vector3 name="RotVelocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<float name="TopParamA">-0.5</float>
						<float name="TopParamB">0.5</float>
						<token name="TopSurface">0</token>
						<token name="TopSurfaceInput">0</token>
						<float name="Transparency">0</float>
						<Vector3 name="Velocity">
							<X>0</X>
							<Y>0</Y>
							<Z>0</Z>
						</Vector3>
						<bool name="archivable">true</bool>
						<token name="shape">1</token>
						<Vector3 name="size">
							<X>1</X>
							<Y>0.800000012</Y>
							<Z>4</Z>
						</Vector3>
					</Properties>
					<Item class="SpecialMesh" referent="RBX1092">
						<Properties>
							<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
							<token name="MeshType">5</token>
							<string name="Name">Mesh</string>
							<Vector3 name="Scale">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
							<Vector3 name="VertexColor">
								<X>1</X>
								<Y>1</Y>
								<Z>1</Z>
							</Vector3>
							<bool name="archivable">true</bool>
						</Properties>
					</Item>
				</Item>
				<Item class="LocalScript" referent="RBX1093">
					<Properties>
						<bool name="Disabled">false</bool>
						<Content name="LinkedSource"><null></null></Content>
						<string name="Name">Local Gui</string>
						<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
		</Item>
		<Item class="Script" referent="RBX1094">
			<Properties>
				<bool name="Disabled">false</bool>
				<Content name="LinkedSource"><url>http://www.roblox.com/asset/?id=1018966</url></Content>
				<string name="Name">LinkedLeaderboard</string>
				<string name="Source"></string>
				<bool name="archivable">true</bool>
			</Properties>
		</Item>
		<Item class="SpawnLocation" referent="RBX1095">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">false</bool>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-207</X>
					<Y>37</Y>
					<Z>-207</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<int name="Duration">10</int>
				<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">SpawnLocation</string>
				<bool name="Neutral">true</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">194</int>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX1096">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="SpawnLocation" referent="RBX1097">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">false</bool>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>207</X>
					<Y>37</Y>
					<Z>-207</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<int name="Duration">10</int>
				<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">SpawnLocation</string>
				<bool name="Neutral">true</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">194</int>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX1098">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="SpawnLocation" referent="RBX1099">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">false</bool>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>207</X>
					<Y>37</Y>
					<Z>207</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<int name="Duration">10</int>
				<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">SpawnLocation</string>
				<bool name="Neutral">true</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">194</int>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX1100">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
		<Item class="SpawnLocation" referent="RBX1101">
			<Properties>
				<bool name="AllowTeamChangeOnTouch">false</bool>
				<bool name="Anchored">true</bool>
				<float name="BackParamA">-0.5</float>
				<float name="BackParamB">0.5</float>
				<token name="BackSurface">2</token>
				<token name="BackSurfaceInput">0</token>
				<float name="BottomParamA">-0.5</float>
				<float name="BottomParamB">0.5</float>
				<token name="BottomSurface">2</token>
				<token name="BottomSurfaceInput">0</token>
				<int name="BrickColor">194</int>
				<CoordinateFrame name="CFrame">
					<X>-207</X>
					<Y>37</Y>
					<Z>207</Z>
					<R00>-1</R00>
					<R01>0</R01>
					<R02>0</R02>
					<R10>0</R10>
					<R11>1</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>0</R21>
					<R22>-1</R22>
				</CoordinateFrame>
				<bool name="CanCollide">true</bool>
				<token name="Controller">0</token>
				<bool name="ControllerFlagShown">true</bool>
				<bool name="DraggingV1">false</bool>
				<int name="Duration">10</int>
				<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">SpawnLocation</string>
				<bool name="Neutral">true</bool>
				<float name="Reflectance">0</float>
				<float name="RightParamA">-0.5</float>
				<float name="RightParamB">0.5</float>
				<token name="RightSurface">2</token>
				<token name="RightSurfaceInput">0</token>
				<Vector3 name="RotVelocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<int name="TeamColor">194</int>
				<float name="TopParamA">-0.5</float>
				<float name="TopParamB">0.5</float>
				<token name="TopSurface">0</token>
				<token name="TopSurfaceInput">0</token>
				<float name="Transparency">0</float>
				<Vector3 name="Velocity">
					<X>0</X>
					<Y>0</Y>
					<Z>0</Z>
				</Vector3>
				<bool name="archivable">true</bool>
				<token name="shape">1</token>
				<Vector3 name="size">
					<X>6</X>
					<Y>1.20000005</Y>
					<Z>6</Z>
				</Vector3>
			</Properties>
			<Item class="Decal" referent="RBX1102">
				<Properties>
					<token name="Face">1</token>
					<string name="Name">Decal</string>
					<float name="Shiny">20</float>
					<float name="Specular">0</float>
					<Content name="Texture"><url>rbxasset://Textures\SpawnLocation.png</url></Content>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="RunService" referent="RBX1103">
		<Properties>
			<string name="Name">Run Service</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX1104</External>
	<External>RBX1105</External>
	<Item class="Players" referent="RBX1106">
		<Properties>
			<int name="MaxPlayers">20</int>
			<string name="Name">Players</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="StarterPack" referent="RBX1107">
		<Properties>
			<string name="Name">StarterPack</string>
			<bool name="archivable">true</bool>
		</Properties>
		<Item class="Tool" referent="RBX1108">
			<Properties>
				<int name="ActivationState">0</int>
				<int name="BackendToolState">1</int>
				<bool name="Enabled">true</bool>
				<CoordinateFrame name="Grip">
					<X>0</X>
					<Y>0</Y>
					<Z>-1.5</Z>
					<R00>0</R00>
					<R01>0</R01>
					<R02>1</R02>
					<R10>1</R10>
					<R11>0</R11>
					<R12>0</R12>
					<R20>0</R20>
					<R21>1</R21>
					<R22>0</R22>
				</CoordinateFrame>
				<string name="Name">ClassicSword</string>
				<Content name="TextureId"><url>rbxasset://Textures\Sword128.png</url></Content>
				<bool name="archivable">true</bool>
			</Properties>
			<Item class="Script" referent="RBX1109">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Swordscript</string>
					<string name="Source">r = game:service(&quot;RunService&quot;)


local damage = 5


local slash_damage = 10
local lunge_damage = 30

sword = script.Parent.Handle
Tool = script.Parent


local SlashSound = Instance.new(&quot;Sound&quot;)
SlashSound.SoundId = &quot;rbxasset://sounds\\swordslash.wav&quot;
SlashSound.Parent = sword
SlashSound.Volume = .7

local LungeSound = Instance.new(&quot;Sound&quot;)
LungeSound.SoundId = &quot;rbxasset://sounds\\swordlunge.wav&quot;
LungeSound.Parent = sword
LungeSound.Volume = .6

local UnsheathSound = Instance.new(&quot;Sound&quot;)
UnsheathSound.SoundId = &quot;rbxasset://sounds\\unsheath.wav&quot;
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1


function blow(hit)
	if (hit.Parent == nil) then return end -- happens when bullet hits sword

	local humanoid = hit.Parent:findFirstChild(&quot;Humanoid&quot;)
	local vCharacter = Tool.Parent
	local vPlayer = game.Players:playerFromCharacter(vCharacter)
	local hum = vCharacter:findFirstChild(&quot;Humanoid&quot;) -- non-nil if tool held by a character
	if humanoid~=nil and humanoid ~= hum and hum ~= nil then
		-- final check, make sure sword is in-hand

		local right_arm = vCharacter:FindFirstChild(&quot;Right Arm&quot;)
		if (right_arm ~= nil) then
			local joint = right_arm:FindFirstChild(&quot;RightGrip&quot;)
			if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
				tagHumanoid(humanoid, vPlayer)
				humanoid.Health = humanoid.Health - damage
				wait(1)
				untagHumanoid(humanoid)
			end
		end


	end
end


function tagHumanoid(humanoid, player)
	local creator_tag = Instance.new(&quot;ObjectValue&quot;)
	creator_tag.Value = player
	creator_tag.Name = &quot;creator&quot;
	creator_tag.Parent = humanoid
end

function untagHumanoid(humanoid)
	if humanoid ~= nil then
		local tag = humanoid:findFirstChild(&quot;creator&quot;)
		if tag ~= nil then
			tag.Parent = nil
		end
	end
end


function attack()
	damage = slash_damage
	SlashSound:play()
	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Slash&quot;
	anim.Parent = Tool
end

function lunge()
	damage = lunge_damage

	LungeSound:play()

	local anim = Instance.new(&quot;StringValue&quot;)
	anim.Name = &quot;toolanim&quot;
	anim.Value = &quot;Lunge&quot;
	anim.Parent = Tool
	
	
	force = Instance.new(&quot;BodyVelocity&quot;)
	force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
	force.Parent = Tool.Parent.Torso
	wait(.25)
	swordOut()
	wait(.25)
	force.Parent = nil
	wait(.5)
	swordUp()

	damage = slash_damage
end

function swordUp()
	Tool.GripForward = Vector3.new(-1,0,0)
	Tool.GripRight = Vector3.new(0,1,0)
	Tool.GripUp = Vector3.new(0,0,1)
end

function swordOut()
	Tool.GripForward = Vector3.new(0,0,1)
	Tool.GripRight = Vector3.new(0,-1,0)
	Tool.GripUp = Vector3.new(-1,0,0)
end

function swordAcross()
	-- parry
end


Tool.Enabled = true
local last_attack = 0
function onActivated()

	if not Tool.Enabled then
		return
	end

	Tool.Enabled = false

	local character = Tool.Parent;
	local humanoid = character.Humanoid
	if humanoid == nil then
		print(&quot;Humanoid not found&quot;)
		return 
	end

	t = r.Stepped:wait()

	if (t - last_attack &lt; .2) then
		lunge()
	else
		attack()
	end

	last_attack = t

	--wait(.5)

	Tool.Enabled = true
end


function onEquipped()
	UnsheathSound:play()
end


script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)


connection = sword.Touched:connect(blow)


</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
			<Item class="Part" referent="RBX1110">
				<Properties>
					<bool name="Anchored">false</bool>
					<float name="BackParamA">-0.5</float>
					<float name="BackParamB">0.5</float>
					<token name="BackSurface">0</token>
					<token name="BackSurfaceInput">0</token>
					<float name="BottomParamA">-0.5</float>
					<float name="BottomParamB">0.5</float>
					<token name="BottomSurface">0</token>
					<token name="BottomSurfaceInput">0</token>
					<int name="BrickColor">199</int>
					<CoordinateFrame name="CFrame">
						<X>-2</X>
						<Y>2.4000001</Y>
						<Z>3.5</Z>
						<R00>0</R00>
						<R01>0</R01>
						<R02>-1</R02>
						<R10>0</R10>
						<R11>1</R11>
						<R12>-0</R12>
						<R20>1</R20>
						<R21>0</R21>
						<R22>-0</R22>
					</CoordinateFrame>
					<bool name="CanCollide">true</bool>
					<token name="Controller">0</token>
					<bool name="ControllerFlagShown">true</bool>
					<bool name="DraggingV1">false</bool>
					<float name="Elasticity">0.5</float>
					<token name="FormFactor">2</token>
					<float name="Friction">0.300000012</float>
					<float name="FrontParamA">-0.5</float>
					<float name="FrontParamB">0.5</float>
					<token name="FrontSurface">0</token>
					<token name="FrontSurfaceInput">0</token>
					<float name="LeftParamA">-0.5</float>
					<float name="LeftParamB">0.5</float>
					<token name="LeftSurface">0</token>
					<token name="LeftSurfaceInput">0</token>
					<bool name="Locked">false</bool>
					<string name="Name">Handle</string>
					<float name="Reflectance">0.400000006</float>
					<float name="RightParamA">-0.5</float>
					<float name="RightParamB">0.5</float>
					<token name="RightSurface">0</token>
					<token name="RightSurfaceInput">0</token>
					<Vector3 name="RotVelocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<float name="TopParamA">-0.5</float>
					<float name="TopParamB">0.5</float>
					<token name="TopSurface">0</token>
					<token name="TopSurfaceInput">0</token>
					<float name="Transparency">0</float>
					<Vector3 name="Velocity">
						<X>0</X>
						<Y>0</Y>
						<Z>0</Z>
					</Vector3>
					<bool name="archivable">true</bool>
					<token name="shape">1</token>
					<Vector3 name="size">
						<X>1</X>
						<Y>0.800000012</Y>
						<Z>4</Z>
					</Vector3>
				</Properties>
				<Item class="SpecialMesh" referent="RBX1111">
					<Properties>
						<Content name="MeshId"><url>rbxasset://fonts/sword.mesh</url></Content>
						<token name="MeshType">5</token>
						<string name="Name">Mesh</string>
						<Vector3 name="Scale">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<Content name="TextureId"><url>rbxasset://textures/SwordTexture.png</url></Content>
						<Vector3 name="VertexColor">
							<X>1</X>
							<Y>1</Y>
							<Z>1</Z>
						</Vector3>
						<bool name="archivable">true</bool>
					</Properties>
				</Item>
			</Item>
			<Item class="LocalScript" referent="RBX1112">
				<Properties>
					<bool name="Disabled">false</bool>
					<Content name="LinkedSource"><null></null></Content>
					<string name="Name">Local Gui</string>
					<string name="Source">local Tool = script.Parent;

enabled = true
function onButton1Down(mouse)
	if not enabled then
		return
	end

	enabled = false
	mouse.Icon = &quot;rbxasset://textures\\GunWaitCursor.png&quot;

	wait(.5)
	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	enabled = true

end

function onEquippedLocal(mouse)

	if mouse == nil then
		print(&quot;Mouse not found&quot;)
		return 
	end

	mouse.Icon = &quot;rbxasset://textures\\GunCursor.png&quot;
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end


Tool.Equipped:connect(onEquippedLocal)</string>
					<bool name="archivable">true</bool>
				</Properties>
			</Item>
		</Item>
	</Item>
	<Item class="SoundService" referent="RBX1113">
		<Properties>
			<token name="AmbientReverb">0</token>
			<float name="DistanceFactor">10</float>
			<float name="DopplerScale">1</float>
			<string name="Name">SoundService</string>
			<float name="RolloffScale">1</float>
			<bool name="archivable">true</bool>
		</Properties>
		<External>RBX1114</External>
		<External>RBX1115</External>
		<External>RBX1116</External>
		<External>RBX1117</External>
		<External>RBX1118</External>
		<External>RBX1119</External>
		<External>RBX1120</External>
		<External>RBX1121</External>
		<External>RBX1122</External>
		<External>RBX1123</External>
		<External>RBX1124</External>
		<External>RBX1125</External>
		<External>RBX1126</External>
		<External>RBX1127</External>
	</Item>
	<Item class="ContentProvider" referent="RBX1128">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="PhysicsService" referent="RBX1129">
		<Properties>
			<string name="Name">PhysicsService</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="Selection" referent="RBX1130">
		<Properties>
			<string name="Name">Selection</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="ControllerService" referent="RBX1131">
		<Properties>
			<string name="Name">Instance</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX1132</External>
	<Item class="Lighting" referent="RBX1133">
		<Properties>
			<Color3 name="Ambient">4286611584</Color3>
			<float name="Brightness">1</float>
			<Color3 name="ColorShift_Bottom">4278190080</Color3>
			<Color3 name="ColorShift_Top">4278190080</Color3>
			<float name="GeographicLatitude">41.7332993</float>
			<string name="Name">Lighting</string>
			<Color3 name="ShadowColor">4286808963</Color3>
			<string name="TimeOfDay">14:00:00</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<Item class="ChangeHistoryService" referent="RBX1134">
		<Properties>
			<string name="Name">ChangeHistoryService</string>
			<bool name="archivable">true</bool>
		</Properties>
	</Item>
	<External>RBX1135</External>
	<External>RBX1136</External>
</roblox>